In video gaming, the term "outro" refers to a sequence of graphics and music presented to the player as a reward for successful completion of the entire game. Outros are also commonly referred to as the game's ending. They can range from anywhere between a simple text message congratulating the player for beating the game, to a full cutscene that serves to bring the game's storyline to a conclusion (similar to the ending of a movie).
The word "outro" is a portmanteau of the words "out" and "intro", short for introductory sequence. The term is also sometimes used in the demoscene to refer to the final part of a demo (the opposite of an intro).
Generally, the complexity of the outro correlates with the type of game. Games with in-depth storylines and characters, such as RPGs or adventure games, often have relatively long and complicated outros, which action-oriented games such as platforming games or first person shooters generally have shorter outros, sometimes being nothing more than a simple "congratulations, you win!" message. This is not always true, of course. Some heavily action-focused role-playing video games, such as the Diablo series, have a relatively short and straightforward ending, while some story-driven action games, such as No One Lives Forever, have a relatively long and complex ending.
Very often, outros appear to be of poorer quality than the rest of the game. This is especially true for games that are primarily action-focused rather than story-focused. Many times, a game will have a long, complicated introduction movie at the beginning, but will end with a much shorter and simpler outro movie. One of the reasons for this is that not all players actually finish a game, so it makes sense not to expend resources on an outro that comes at the end of the game and which only a percentage of players will ever actually experience. Most games have very tight development schedules, so game programmers often simply do not have time to create a satisfactory outro, even if they have developed a game with a complex storyline. First person shooters and similar action games (even ones that are heavily story-driven) are infamous for ending with short minute-long movies of the villain or enemy base exploding, followed immediately by the credits.
Unlike the conclusion of a movie on DVD or VHS, an outro is only presented after winning the climactic battle to defeat the main villain, at a point in the playing which it took days to get to. So it's often difficult to see again, even if the game had been saved just before this final battle, because the player has to "get back into shape" to be able to push all the controls in the right order quickly enough. Some games grant the player the ability to see all cut scenes once the game is won; others do not. Thus when viewing an outro, the player must be alert to catch all the details.
In recent years, an extremely popular trend among game developers is to have the outro be a cliffhanger that paves the way for a sequel to the game, rather than using it to satisfactorily tie up the game's storyline. This is true both for established titles where sequels are almost certain to be made, and for newly developed game series where the possibility of a sequel is still uncertain. Like any cliffhanger, this can create problems if no sequel is ever produced, as this leaves the game's story eternally unresolved. An extremely high percentage of American-made PC and video games use this strategy. It is significantly rarer in video games originating from Japan.
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