The End of Endings
Modern Videogames and the Code for Infinite Time
After sinking what seemed like at least fifty hours into Metal Gear Solid V: The Phantom Pain (I could have checked the in-game clock, but I didn’t feel like deep-menu-diving), I frantically but successfully dispatched the requisite Giant Fucking Robot (GFR) that stood between me and the endgame.
That’s how you know you’re at the end of a Metal Gear Solid game: You find yourself face to face with a GFR, and you blow it up with missiles. It’s like clockwork. You could set your watch to it. You shouldn’t do that, of course—a GFR’s arrival is no useful kind of time measurement—but you could.
Something’s different in MGS V, though, and it’s deeply unsettling. Hideo Kojima, whether in revenge for his ignoble ousting from Konami or simply because his ego has grown bigger than Big Boss, made the balls-of-steel executive decision to cap every single mission in the game with credits identifying him as the game’s director.
Naturally, such a decision leads to a series of existentially twisty, Philosophy-101-Lite questions: Is a game that effectively “ends” after each mission ever really “over”? How do you know when to call it quitsies and move on to something else? Do videogames really end at all anymore?
Like any half-decent philosophical questions worth their salt (their salt is expensive), these aren’t easily answered, but they might make for some good discussion fodder. I’ll keep using MGS V as a primary example, if only because it’s what I’ve been working on lately (and because, by now, it’s basically turned into a part-time job).

Back in the Day
It used to be the case that, when you dispatched the final boss of a game, that was it. Curtains. The game’s over, congratulations, you win, you’re done. Go play outside and get some sun, you agoraphobic phantom. If you were lucky, the game designer programmed in a perfunctory closing story sequence to tie up loose ends and make you feel like it was all worth your while, like you accomplished something, but more often, the ending was just that: the end. Two options: Jab the reset button and start over, or shut the whole thing down and do something else.
Towards the end of the Super Nintendo’s life-cycle, however, Chrono Trigger tried out a scary new way to finish games: Don’t finish them at all. The bones of Chrono Trigger’s “New Game+” system are buried in predecessor games—to cite one famous example, The Legend of Zelda allowed for a second playthrough in a scrambled-up, more difficult version of the original game world—but it was Chrono Trigger that, for better or worse, inspired hordes of future developers to incentivize repeat go-arounds of their games by subtly (or not-so-subtly) altering the playing experience.
In Chrono Trigger, taking down Lavos, an oversized space-pincushion controlled from the inside by the late David Bowie, rewarded the victorious player with the option to restart the story while retaining all items and stats accrued the first time through, the better to view the game’s various endings. Each ending required certain conditions to be met during a playthrough, and New Game+ opened up the possibility of meeting those conditions and viewing alternate endings without investing the countless hours that would be required when starting from scratch.
New Game+ was such a revolutionary system that it eventually became a mainstay of not only the JRPG genre, but games generally, to the point that greedy, entitled gamers began to expect it as a tasty dessert to their gaming entrees and to revolt when it wasn’t offered. That’s a win-win, right? It seems nigh indisputable that so long as the main game offers a fully fleshed-out experience, New Game+ represents pure bonus value, more bang for the buck.
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