How to deal with the end of a journey

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I still remember the first time I finished Assassin's Creed IV: Black Flag like it was yesterday.
I remember how I felt at the beginning… sailing without a destination, fighting, exploring — and singing with the crew.
The crew… my companions. My ship, the Jackdaw.

Was I a good captain to them?

To me, every moment felt precious. I wanted to change the course of the story, to lead everything toward a better ending… a happy one.
I wish I could sit down with them one more time.
Just one more.
One last bottle of rum.

And even today, playing it again, I still feel it.
Not the same as before… but it’s still there.



Thinking about it now, it almost feels warm.

In the end… it’s just a game.
But at the same time, it isn’t.

I got to know those people.
I talked to them. I listened to what they had to say.
I lived through it with them.

For days, they were part of my routine.
It didn’t matter when or where…
they were always there.

Waiting for me to set sail once again.



And after days completely immersed in that world…
it suddenly ended.

No one was there anymore.
Everyone had gone their own way — their own goals, their own dreams.

It felt too soon to say goodbye.
But I didn’t have a choice.
At some point… you have to move on.

But then comes the question:
where to?



I think this happens to anyone who truly gives themselves to a story.

Whether it’s in Persona 4 Golden, when it’s finally time to say goodbye to your friends…

Or in The Legend of Zelda: Majora's Mask, where time itself becomes your enemy — and even so, you fight as if there’s no tomorrow.
(because… maybe there isn’t)

In GTA San Andreas or Pokémon, where you spend the entire journey gathering allies…

Or even in something quieter, like Journey… where even emptiness can be missed.

When you play with your heart, any digital world becomes yours.

They become memories.
Experiences.
Things that stay with you.



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So… the credits have rolled.
You put the controller down, take a deep breath… and just sit there, staring at the screen, waiting for something more.

But nothing comes.

And now that it’s over… how are you supposed to deal with it?
The truth is, there isn’t a single answer.
Everyone feels it differently.

Some people think about it for days — even months.
Others forget it the very next night.
And some choose to carry it with them.

Because in the end… we do carry it.

Who hasn’t loved a character so much that they started picking up little pieces of them?
A way of speaking… of laughing… even of seeing the world.
We don’t really forget what we lived through.
But we can choose what to do with it.

Instead of just missing it…
we can keep it.
Learn from it.
And move forward a little different than before.

Because in the end…
same things make us laugh, make us cry.



(If you want to feel a bit of that farewell… I recommend watching this final scene.)
 
Honestly it sucks when a game is so good you wish it continued a bit longer but the risk of that is it overstays it´s welcome.

But often than not I just replay the game it will not be the same as the first time but also you might see or discover things you missed the first time around.
 
I know this feeling very well it's commonly called Post-series Depression and for me it happens rarely, but whenever it happens. It feels painful I remember experiencing it first with Persona 4 Golden on the Vita and what made P4G even more special in my heart it's because it's literally the 1st jrpg game I finished in my life. Before it I used to play many jrpgs, but never finished any of them

but when I finished P4G and saw the ending scene waving goodbye to my friends following by the credit roll it felt surreal because at that time I was used to not finish a jrpg game so when I actually finished one I didn't know how to feel

this feeling again struck me hard when I finished Danganronpa 2 : Goodbye Despair. And yes I know it's a bit hilarious how that I wished a damn killing game to never stop, but I truly liked the characters, and I remember vividly I was very dreaded of actually finishing the game to not feel that Post-series Depression again

but over time I learned that I shouldn't be mad that it ended but I should be glad that I experienced it. This video describes this phenomenon very greatly

now after experiencing this feeling again and again you sort of get into this chase of trying to find a another series/game/story to give you the same sensations you felt before and it is hard, but when you find one it will feel very great

Currently I'm playing Tales Of The Abyss and I'm really liking the characters and the journey
 
The worst case of post game depression I ever had was after I platinumed Ghost of Tsushima.
I played it in Japanese with subs at the time (pandemic) and at this point It's probably the most immersed I have ever felt in a game, with Death Stranding as a close second.
 
No journey is ever the same. Be it with the same company nor the same destination. That’s the sad thing how much we try to replicate that experience deep inside we know it can never be. The feeling of saying farewell to that world is truly sad specially if it’s your first time to do so.
 
I know this feeling very well it's commonly called Post-series Depression and for me it happens rarely, but whenever it happens. It feels painful I remember experiencing it first with Persona 4 Golden on the Vita and what made P4G even more special in my heart it's because it's literally the 1st jrpg game I finished in my life. Before it I used to play many jrpgs, but never finished any of them

but when I finished P4G and saw the ending scene waving goodbye to my friends following by the credit roll it felt surreal because at that time I was used to not finish a jrpg game so when I actually finished one I didn't know how to feel

this feeling again struck me hard when I finished Danganronpa 2 : Goodbye Despair. And yes I know it's a bit hilarious how that I wished a damn killing game to never stop, but I truly liked the characters, and I remember vividly I was very dreaded of actually finishing the game to not feel that Post-series Depression again

but over time I learned that I shouldn't be mad that it ended but I should be glad that I experienced it. This video describes this phenomenon very greatly

now after experiencing this feeling again and again you sort of get into this chase of trying to find a another series/game/story to give you the same sensations you felt before and it is hard, but when you find one it will feel very great

Currently I'm playing Tales Of The Abyss and I'm really liking the characters and the journey
That’s a funny coincidence — Persona 4 was also my first JRPG, and it’s what made me start liking the genre as well.

About the post-game depression… I never really felt it as something purely sad. Like I mentioned, it’s more of a warm feeling for me — something you miss, but at the same time you put the controller down with a smile, knowing you’ll carry it with you.

Pretty much the same feelings here! GGs on your writings, Minu!
Hehe, I’m really glad you both felt that way. Part of my goal was to make the text as immersive as possible, so it means a lot to hear that.
 
In my adolescence in the nineties, I used to travel to the capital every year-end for family reunions. It was especially nice to be able to get together with my cousins. I used to do activities and outings that I didn't normally do at home. I was very sad when I left and melancholic when I returned home.

As an adult, at the end of the X360 era, I felt the same way when I finished the last mission of the game Sleepin' Dogs. The funny thing is that when I started the game, I thought it would be bad, because the first missions consisted of going from point A to point B, beating up some guys, and then returning to beat up more guys. But at the end of Wei Shen's journey, when I realized there was nothing left to do in that world, I was really sad. Maybe it was the only game I made an emotional investment in, even unconsciously, because I never felt like that again when finishing a game.

Anyway, thank you to the author for sharing their feelings. And forgive me for my English. It was 100% generated by Google Translate.
 
In my adolescence in the nineties, I used to travel to the capital every year-end for family reunions. It was especially nice to be able to get together with my cousins. I used to do activities and outings that I didn't normally do at home. I was very sad when I left and melancholic when I returned home.

As an adult, at the end of the X360 era, I felt the same way when I finished the last mission of the game Sleepin' Dogs. The funny thing is that when I started the game, I thought it would be bad, because the first missions consisted of going from point A to point B, beating up some guys, and then returning to beat up more guys. But at the end of Wei Shen's journey, when I realized there was nothing left to do in that world, I was really sad. Maybe it was the only game I made an emotional investment in, even unconsciously, because I never felt like that again when finishing a game.

Anyway, thank you to the author for sharing their feelings. And forgive me for my English. It was 100% generated by Google Translate.

That was really beautiful to read, thank you for sharing that.
 
Some games, like Persona 4 Golden, have content which requires multiple playthroughs. In P4G's case, the Strength and Sun social links have mutually exclusive stories (for the former, you can only pick one sport, and for the latter you can only pick one art), and a certain Persona is locked behind clearing the True Ending, then playing through New Game+. It's the little things like that that help give a game replayability.
 
In my adolescence in the nineties, I used to travel to the capital every year-end for family reunions. It was especially nice to be able to get together with my cousins. I used to do activities and outings that I didn't normally do at home. I was very sad when I left and melancholic when I returned home.

As an adult, at the end of the X360 era, I felt the same way when I finished the last mission of the game Sleepin' Dogs. The funny thing is that when I started the game, I thought it would be bad, because the first missions consisted of going from point A to point B, beating up some guys, and then returning to beat up more guys. But at the end of Wei Shen's journey, when I realized there was nothing left to do in that world, I was really sad. Maybe it was the only game I made an emotional investment in, even unconsciously, because I never felt like that again when finishing a game.

Anyway, thank you to the author for sharing their feelings. And forgive me for my English. It was 100% generated by Google Translate.
Same here, when i started playing Sleeping dogs as a teenager i wasn't expecting the story to hook me the way it did, so much that i would play it every day after school, such a great story, to this day it lives rent free on my mind... (and my 360).
 
I can relate to this more than I expected.

I had the same experience with Assassin’s Creed IV: Black Flag — but I think I unintentionally made the “emptiness” hit even harder.

I finished almost everything first. Collectibles, full upgrades, even all the legendary ship battles… before touching the final story arc. At the time, it felt like the “right” way to play — like I was becoming the best captain possible before the end.

But in hindsight, I think that removed something important.

By the time I reached the ending, there was nothing left to return to. No sense of continuation. The world didn’t feel alive anymore — just… completed. So when the credits rolled, it didn’t just feel like the story ended, it felt like the entire world shut down at once.
Post-game sailing just wasn’t the same.

I’ve felt that same kind of “fast emptiness” in other games too — Death Stranding, Persona 3, and especially Metal Gear Solid V: The Phantom Pain.

Phantom Pain was probably the most frustrating one. The emotional build-up, the twists, the unresolved parts… and knowing it was Hideo Kojima’s last Metal Gear made it hit even harder. And that mission — the one where you’re forced to sacrifice your own soldiers — after everything you went through to build them… that stuck with me.

I think part of the reason it feels this way is because we try to “complete” everything before letting go — but stories aren’t really designed to be experienced that way. They’re meant to flow, not to be exhausted.

And when we exhaust them first… there’s nothing left to soften the goodbye.

That’s why I’m also quiet looking forward to Assassin’s Creed IV: Black Flag (Resynced).
not just for visual or mechanical improvements, but because I really hope it expands the post-game. Something with more dynamic activities, a world that still feels alive after the ending, and reasons to keep sailing beyond just completion.

Kind of like how Assassin’s Creed Odyssey handled its post-game — where even after everything, the world still gives you something to come back to.
 
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I can relate to this more than I expected.

I had the same experience with Assassin’s Creed IV: Black Flag — but I think I unintentionally made the “emptiness” hit even harder.

I finished almost everything first. Collectibles, full upgrades, even all the legendary ship battles… before touching the final story arc. At the time, it felt like the “right” way to play — like I was becoming the best captain possible before the end.

But in hindsight, I think that removed something important.

By the time I reached the ending, there was nothing left to return to. No sense of continuation. The world didn’t feel alive anymore — just… completed. So when the credits rolled, it didn’t just feel like the story ended, it felt like the entire world shut down at once.
Post-game sailing just wasn’t the same.

I’ve felt that same kind of “fast emptiness” in other games too — Death Stranding, Persona 3, and especially Metal Gear Solid V: The Phantom Pain.

Phantom Pain was probably the most frustrating one. The emotional build-up, the twists, the unresolved parts… and knowing it was Hideo Kojima’s last Metal Gear made it hit even harder. And that mission — the one where you’re forced to sacrifice your own soldiers — after everything you went through to build them… that stuck with me.

I think part of the reason it feels this way is because we try to “complete” everything before letting go — but stories aren’t really designed to be experienced that way. They’re meant to flow, not to be exhausted.

And when we exhaust them first… there’s nothing left to soften the goodbye.

That’s why I’m also quiet looking forward to Assassin’s Creed IV: Black Flag (Resynced).
not just for visual or mechanical improvements, but because I really hope it expands the post-game. Something with more dynamic activities, a world that still feels alive after the ending, and reasons to keep sailing beyond just completion.

Kind of like how Assassin’s Creed Odyssey handled its post-game — where even after everything, the world still gives you something to come back to.
Reading this makes me realize that I think in a way that's why I consider AC Syndicate one of my favourite open world games. Like you said; I love that even after 100%ing the game I can go back and do endless activities, travel on a carriage at cruise speed, look at the scenery, appreciate the detail and just pass time in general in there. In a way AC Syndicate is my comfort place for Victorian shenanigans.
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Reading this makes me realize that I think in a way that's why I consider AC Syndicate one of my favourite open world games. Like you said; I love that even after 100%ing the game I can go back and do endless activities, travel on a carriage at cruise speed, look at the scenery, appreciate the detail and just pass time in general in there. In a way AC Syndicate is my comfort place for Victorian shenanigans.
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Ah, I feel you bro — for me it’s Assassin’s Creed Mirage. I really love how Baghdad is portrayed so beautifully, even though the world is smaller compared to previous entries. Just passing time there feels incredibly relaxing. Despite the usual Middle Eastern vibe and palette being associated with sandy, dry tones, Mirage actually feels surprisingly contrast and colorful to me — in a calm, almost mysterious way.
 
I can relate to this more than I expected.

I had the same experience with Assassin’s Creed IV: Black Flag — but I think I unintentionally made the “emptiness” hit even harder.

I finished almost everything first. Collectibles, full upgrades, even all the legendary ship battles… before touching the final story arc. At the time, it felt like the “right” way to play — like I was becoming the best captain possible before the end.

But in hindsight, I think that removed something important.

By the time I reached the ending, there was nothing left to return to. No sense of continuation. The world didn’t feel alive anymore — just… completed. So when the credits rolled, it didn’t just feel like the story ended, it felt like the entire world shut down at once.
Post-game sailing just wasn’t the same.

I’ve felt that same kind of “fast emptiness” in other games too — Death Stranding, Persona 3, and especially Metal Gear Solid V: The Phantom Pain.

Phantom Pain was probably the most frustrating one. The emotional build-up, the twists, the unresolved parts… and knowing it was Hideo Kojima’s last Metal Gear made it hit even harder. And that mission — the one where you’re forced to sacrifice your own soldiers — after everything you went through to build them… that stuck with me.

I think part of the reason it feels this way is because we try to “complete” everything before letting go — but stories aren’t really designed to be experienced that way. They’re meant to flow, not to be exhausted.

And when we exhaust them first… there’s nothing left to soften the goodbye.

That’s why I’m also quiet looking forward to Assassin’s Creed IV: Black Flag (Resynced).
not just for visual or mechanical improvements, but because I really hope it expands the post-game. Something with more dynamic activities, a world that still feels alive after the ending, and reasons to keep sailing beyond just completion.

Kind of like how Assassin’s Creed Odyssey handled its post-game — where even after everything, the world still gives you something to come back to.

That’s a great point of view, thanks a lot for sharing it.

Personally, I’ve always been the type to complete as much as I can before finishing a game — I still do that, to be honest. For me, it’s a way of truly living in that world, a personal way of saying I experienced it to the fullest.

I’ll admit that sometimes I hesitate to go back and revisit it right away… but I believe there’s always a place for those worlds in my heart to return to someday.

And about the Assassin's Creed IV: Black Flag Resynced — I feel the same. I’m really looking forward to seeing it again with “new eyes.”

Thanks again for the amazing comment, it’s always great to see another Assassin’s Creed fan.
 

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