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The story lines are just side quests that you can do or not. The end of the game is when you stop playing (or die in permadeath :-).
I actually find the end of the atlas quest much less satisfying...
The ending needs to wrap up in a way that allows other players to experience the same thing, as if nothing happened in essence. Otherwise, if someone completes the game and the universe has changed drastically, then it's changed for everyone, or you can never meet anyone who hasn't completed the game yet after this, splitting the community, as if finishing the game is like downloading a DLC that you MUST have to play with those who have it and are playing with it. And then everyone else gets the short end of the stick.
This is probably why they had to rush such a bad ending to begin with; to implement multiplayer later, that was the only way. Otherwise, they would need to remove an otherwise decent ending for the sake of making multiplayer work now/after Atlas Rises.
It's not nihilistic because it's not a denial of meaning. The story frames the gameplay, which is about exploration; exploration is a metonym for life. Notice the recurring note in the stories of the previous Travellers, the longing to explore forever.
The universe was Bastian's imagination. That was a story about nihilism, or rather, about overcoming nihilism through artistic creation. Reading it as simply a story about literally saving the universe rather misses the point.
I haven't gone through the reset -- I wanted to stay in Euclid, for a few reasons -- but I hadn't heard there was additional story content after the reset; that's news to me.
The lore, if you want to take it to the next level, is found in several different places, and takes patience to uncover. I found it all and it really enriched the game for me, personally, but still, the exploration has to be to main fascination with the game. I have a friend who has over 3000 hours in this game, and he hasn't found all the lore yet because it's not his thing. He builds, he trades wares, he explores, he takes naps while his plants are growing, whatever he wants. Make it your own little happy place. Outside bites quite often, and NMS can be a pleasent place to unwind, rather than holding all that stress in your gut. (Not saying you're stressed. Just speaking generally.)
Those aren't really the questions that I had. OK, I'm different to the Gek/Korvax/Vy'Keen, but from the start there is confusion between Travellers and Anomalies (are they two different things? The choose-your-appearance thing seems to think they are, but the story seems to think that Travellers are the Anomalies). But really who and what Travellers are didn't really bother me that much (and wasn't actually answered for me anyay, at least in anything that I found).
The more important questions I had were those revealed by the story - who and where was Artemis, where was Apollo, what did Null do, what was wrong with the universe, what is the significance of 16, what is ATLAS and can we stop it from dying and destroying all the universes? And all of those for me were addressed in a satisfying way except the last one (which was answered by "no, but it turns out that it's not going to end any time soon anyway so don't worry about it").
Those 16 minutes are real time outside of the Atlas, which are an eternity inside that dream.
There is nothing that anyone can do to save of fix the atlas.
Or the Atlas has got stuck in a loop and needs to be kicked out of it. We're clearly an "Anomaly" which means we're different from everything else we're not really part of the program like the main three races are. So maybe there could have been a way for us to send a signal to another external agent - a diagnostic system outside Atlas or something - that could have identified and repaired what the issue was. Maybe Atlas is on a spaceship about to crash into a planet and we could have turned on the autopilot or something. Who knows.
It's not as if there's a lack of things that could have been done to offer some kind of resolution to the story beyond "nope, it's all hopeless and pointless" (and sorry, I really don't see anything optimistic or uplifting in how the game ends at all, at least not in the way it's been done. There are ways to do that - that weren't done here - but the only thing it made me feel was disappointment).
However most likely the simulation grows unstable and glitches out, needing to be reset to try again. Maybe the atlas thinks that by seeing the future it can save itself?
Who knows.
The answers to these kinds of questions are at least implied in the lore. Don't rely on the text you get during the story quests itself to answer all. Many things are answered in the lore. Much of it is left to interpretation, but there IS enough there to at least imply a coherent set of answers to these questions. It's a pretty neat situation they describe in the lore.
I loved the Artemis storyline and all the associated bits of lore (including the ARG stuff). The eventual fate of Artemis is interesting precisely because the protagonist is ultimately no more "real" than the simulated Artemis.
Also, the cyclical nature of the simulation is the story's strength, not its weakness. The big "reveal" in NMS is sort of like waking up from the Matrix, only to discover you're nested inside an endless number of matrices (ie, galaxies).
As for the importance of the number 16, you eventually discover that it's a LOT more important to the Atlas itself, than to you as a Traveller/Anomaly. 16 seconds might as well be an inifinity to a simulated entity existing within the Atlas framework.
So, in the end, you're left with the choice to either become a galaxy-hopping Traveller and spend your 16 seconds (however long that is) exploring the multiverse of Atlas, or stay in Euclid. But after leaving Euclid, this time you wake up crashed on an alien world and know EXACTLY who you are. No amnesia. You have evolved, and you remember everything. And that's cool.
Anyway, like I said, I loved every bit of it.