Yeah, the way the poll is set up makes me wonder how you'll get useful results. I figure you're asking how our games have ended, so I chose options 1, 3, and 4. I'm not sure whether a TPK counts as a definite conclusion I didn't like, so I didn't also pick option 2.
My 2E college game ended with the party finding the artifact they'd been looking for for a year or so of real time, and months of game time, after briefly allying with the villian who'd been chasing them and was after the same artifact to get inside the ruined, multidimensional city where it was kept. The alliance stated that once inside the city, all bets were off, so for the party the race was on. As it happened, the villian and his henchmen stumbled into a couple of rifts they shouldn't have, and ended up on another plane while the party managed to stay in the city and find the object. The session after that I gave them an extended epilogue, and all went away happy.
My 3.X games have had several endings, though none as satisfying so far- because the one game that I think can still have a satisfying ending is still going, after 5 years of play. That's my Epic game. I have plans for the big bang finish, but won't start implementing them until the time is right in the plot- and it's just not there yet. Essentially, the party knows the world is on a countdown to an Armageddon-type battle when an Abyssal gate is going to open and millions of demons will invade the Material Plane; they already plan to be among the defenders when it finally does happen. The date of the opening is known, and it's still two seasons away in game time, so they have time yet for other adventures.
Other games I ran in this world ended several ways. One was the aforementioned TPK- rather upsetting to me because I tried everything I could think of to warn the party away from the place they were going into, which was far too dangerous for their level; they went forward anyway and got fooled by a Will-O-Wisp into blundering into a trio of hungry Bulettes- as a 5th level party. Crunch crunch crunch. I can only assume the players were, on some level, testing their plot immunity to see if I "really would go there." Games since then they've been more cautious.
The next game, and the game after the one that followed that, both ended because the players agreed as a group that they were tired of the heroic game and wanted to try an Evil party. So we ended both of those games in media res, with nothing definite showing what could or would happen to the characters; technically we could go back and pick up any of those games in progress again if we wanted to but nobody's wanted to. Personally I didn't find those satisfying, but the players got to start their desired campaigns so I suppose they liked it.
The first evil game that started ended in party implosion, when the PCs split apart into two camps and attacked each other. Three PCs got away in the end, but three others were dead and with no obvious means of bringing them back, so we all agreed at that point to end the game and start something new. Not very satisfying for me, though it seemed to slake the players' blood thirst for a while at least.
The last game with that group, which started after the last time we left a party hanging, is still going. I'm not sure yet where it's going, but it continues.