Dear Vina Jie-Min Prasad: On
ending with the ending
By Tony Un
The sinkhole that consumed my
life for the better part of middle school arrived on my doorstep in the form of
Elder Scrolls V: Skyrim. The included maps in the package adorned the walls of the
basement in my house, where my brother and I spent hours and hours exploring
each cave in an attempt to find every nook and cranny of the world. Despite our
best efforts, we didn’t make it very far in that
endeavor; the sheer number of places to visit and the vast open stretches to
explore seemed to persist against our onslaught of location discoveries.
The closest thing to a
conclusion the two of us would discover during our adventures was the slaying
of the main antagonist, Alduin, after chasing him to the ends of the Earth and
discovering new tools to corner the beast and take him down. Alduin doesn’t put up much of a fight, in comparison to the
rest of the trials we had faced to get this far, and to our surprise, and the
anger of many on the internet, the final boss fight didn’t seem very final. Once Alduin is killed, the
hero(ine) returns to Skyrim and continues questing, and not much has changed
besides the occasional remark from a passerby. While outrage was the common emotion amongst my fellow
explorers, the ending seemed natural to me, and the events following seemed
logical. Something went terribly wrong and was righted by the actions of the
hero(ine). But who’s to say that life has
improved because of it? Skyrim was no paradise before the arrival of Alduin.
The world is rife with racism, sexism, and banditry: the game is set, after
all, set in the middle ages. In order to make the world a better place, the
adventure must not stop after the ending. Going from town to town and working
to improve the life of small groups of people was much more fulfilling than
tackling Alduin and returning to glory and a game over screen. The final fight
and its immediate aftermath epitomize what endings should be, and I enjoyed it
for two main reasons: The reality of the situation, and its adherence to the
world it was based around.
If the goal of fiction is in
ability to return to the present with a better understanding of how to tackle
the issues at hand, why pretend that killing Alduin will suddenly allow for
crops to grow better, for undead to turn back and head home, and for hunters to
always find enough meat? Bring that lesson into our world, why pretend that tackling
the biggest issue at hand will fix every problem underneath it? On top of this,
the normal fairy tale ending presumes the existence of every being in the given
world revolves around the main character. Surely there are people in the
northern mountains who were never aware dragons had returned at all, let alone
that an adventurer was attempting to put a stop to the problem.
The ending of Oblivion, which many people would see as a more classic
ending to a story, becomes cloudy when told from different perspectives. Skyrim
is not the first installment in the series, and many of the important groups,
and beliefs they bring with them, are present in the previous games. When
reading about the Oblivion Crisis, an event where demons invaded the Earth, the
story of who saved the planet changes depending on whose account is being read.
The high elves will claim they stopped the massacre when they took down demon
lord Mehrunes Dagon. The Argonians will recount their sacrifice invading
through the black portal to fight in the world of the demons. All of this works
against the assumption that the player had prevented the crisis in the last
game; none of the invasions discussed or military advances planned are ever
mentioned to the player. The game is again speaking as to how the world exists
besides the events which the player character caused and speaks to how
different perspectives are not always wrong.
Skyrim’s own ending and its take on the ending of a past
game in the series was satisfying in that the ending was not exactly an ending.
Just like the real world, life carries on for every habitant of every village
scattered throughout the maps adorning my walls. A satisfying ending does not
have to be the ending at all.
Tony,
ReplyDeleteI think the term that best describes the ending-that's-not-an-ending you refer to here is "episodic." That is, you want a feeling of closure in at least a broad sense, and a feeling that the world of the story is still present and active in a way that makes sense? Is that more or less it?
Skyrim was never really my game; I grew up in the Final Fantasy worlds, which are much more of an aesthetic than an actual, singular world or even universe (except for giant swords and chocobos, I guess). But even then, that principle of the episodic reigns: we finish a game knowing that the "Final Fantasy" concept is still alive and well and waiting for us in other forms.
Best,
TT