I finished Ghost of Tsushima last Tuesday, and now I keep daydreaming about it. I can’t be the only one.
My friends asked if I was alright. I couldn’t explain that I was mourning a fictional samurai and a world that never existed.
All gamers have experienced that post-game depression; it sounds absurd.
It’s just a game. You beat it. Isn’t that supposed to feel good?
But anyone who’s stared at end credits while fighting an inexplicable hollowness knows finishing certain games doesn’t feel like victory. It feels like loss.
The emptiness is particular and strange. It’s not quite the same as finishing a brilliant novel or TV series, though those can hurt too.
When you close a book, you’re sad it’s over, but you move on. Games are different. Games make you complicit.
You didn’t just witness Jin Sakai’s story—you made him greet strangers, brush his horse, and choose which missions to prioritise. You lived in that world. You had routines there.
And now the temples and hot springs you visited every in-game evening are frozen behind a wall of credits and auto-saves you’ll probably never load again.
When it ends, the credits roll. The “thank you for playing” message appears. You’re ejected back into reality, and reality is suddenly insufficient. Your actual bedroom feels less real than the pixelated one you just left behind.
You’ve been splitting your consciousness between two worlds for weeks or months, and now one of them has simply… closed.
The grief is compounded by how games structure our time. For the duration of a playthrough, we have purpose. Clear objectives. Evening plans that aren’t just “scroll phone until sleep.”
We come home from work or lectures and think, “Tonight I’ll finally explore that area I’ve been avoiding”, or “I’m definitely going to beat this boss.” The game gives our leisure time architecture.
We open our library, scroll past the finished game, and nothing else appeals. We’ve been eating the same delicious meal for weeks, and now everything else tastes like cardboard.
There’s also the relationship loss.
We’ve spent dozens or hundreds of hours with these characters. We’ve heard their voice lines so many times that we can predict their inflections. We know their fears, their jokes, their combat barks. In some strange way, they’ve become… not friends exactly, but familiar presences.
And unlike real relationships that fade gradually, game relationships end instantly and permanently. One moment, you’re riding with your companion, learning their story.
The next, they’re trapped behind the ending, inaccessible except through the excruciating process of starting over and pretending you don’t know how their story concludes.
The completionist’s dilemma makes it worse. You’re sitting at 94% completion. There are still side quests, collectables, and achievements. You could keep playing.
But it’s not the same. The main story—the reason you were here—is done.
Playing now feels like staying at a party after your friends have left. You’re going through motions in a world that’s already ended, trying to squeeze more life from something that gave everything it had.
Some games understand this. Outer Wilds ends by acknowledging that all things end, and that’s what makes them matter. Spiritfarer is literally about saying goodbye. These games build the grief into their DNA, and somehow that makes the ending less hollow.
They’re telling you: “Yes, this will hurt. That’s the point. Let it hurt.” It’s grief with permission.
Others abandon you at the climax. You save the world, beat the final boss, and then… main menu.
No epilogue showing your companions living the peace you fought for. No chance to walk around the saved world and see the consequences of your actions.
Just credits, achievement unlocked, thanks for playing. These are the ones that leave you feeling emptiest, because they didn’t honour the journey with a proper goodbye.
The worst part? Knowing you can never experience it again the way you did the first time.
You can replay it, sure, but you’ll know the plot twists, the optimal builds, and which NPCs are lying. The discovery is gone.
That specific magic of not knowing what’s behind the next door, of being genuinely surprised by a revelation, of caring desperately about an outcome you don’t yet know — that’s finished forever.
Maybe this is why we sometimes never finish games we love. I know people with save files eternally paused one mission before the end.
They can’t bear to close the door. As long as they don’t finish, the game isn’t over.
The world still exists, full of possibility. Finishing it means killing it, and who wants to kill something they love?
But we do finish them eventually, and we sit with that hollow feeling, and after a few days or weeks, we start something new. We fall in love with another world, another cast of characters.
We do it knowing it will end, knowing it will hurt. And we do it anyway.
Image credit: Unsplash






Leave a Reply