In Japan they prefer the realistic style. They like answers and conclusions, but my stories have none. I want to leave them wide open to every possibility. I think my readers understand that openness.
'American Gods' was designed to be, if not open-ended, at least a trilogy kind of shape, so there's definitely one more book, probably another couple of books there to get written.
The pattern of the narrative never of necessity wants to end, it never has to.
I want to write a story for people where they finish it, and it sticks with them.
A story is open-ended. A story invites you into it to make your own meaning.
Some stories don't have a clear beginning, middle and end.
I don't necessarily believe that stories need closure. I just believe they need a beginning, middle, and end, but the end doesn't have to prevent us from continuing to grapple with the story at hand. It ideally should demand that we remain engaged with the story.
Most games follow a real railroad plot, no matter what you want, you're following their storyline to its unavoidable conclusion. I'd like to write a game where your character can follow any number of possible story arcs and sub-plots.
'Homeland' is necessarily open-ended since the idea behind television is to spend as much time as possible resolving as little as possible, with a story's usual need for resolution replaced by an unrelenting urgency that always defers answers and constantly postpones closure.
If 'The Blacklist' taught me anything, it was kind of open-ended intrigue and leaving questions unanswered. Creating this kind of mystery by virtue of depriving the audience of these easy answers was what I was kind of into.