For sure, John! Ever since I was introduced to “Story Now” gaming several years ago (as opposed to, for lack of a better term, the “traditional” RPGing in the D&D vein that I grew up with), I have rethought many of the previous concepts I held about the goals, structures, and methods of RPGing and what works best for me.
I guess what I meant with regard to “ending” is a point where the PCs have reached their various goals, that there are no player-driven desiderata that have yet to be met. There are times when the PCs achieve, essentially, what they set out to accomplish early in the game with no new goals accrued during play unmet, and that can be a kind of game-induced ending versus real-world factors like scheduling difficulties dictating a game being “over.”
But your point about the many longterm arcs, with no “ending” in sight for Arcy, Oscar, and Cantor is an important element of what separates Blades from many “traditional” games! (And why I love it so!)