From DMing Table RPGs that took quite a lot of time and sessions to end (some adventures took a year to finish), it is really weird that there's no "ending session".

It's not something cRPGs tend to do, but i fully believe that just dedicating a post-end game to solve what the party is going to do "from now on" benefits all cRPGs storylines.

Its also not a plot device used in most books/tv/movie writing, but it is REALLY important in a RPG when you know your gonna finish the story.

BG2 ToB did that (and the ascension semi-official mod further expanded on), where after you kill the big bad, you just end up with a cascade of dialogue where every companion (and story NPC that's present) talk with you and among themselves. That's where you get a feeling (and can change) where everyone's going. Some will go on with their lives, some might stay friends with you, etc.

And THEN you get the epilogue text boxes explaining what became of each character/location.