So, what it sounds like you're saying is, the loop repeats until the players are satisfied there is nothing more to add, and then you just move on, or you produce a setting ("faux non-fiction style") which is then presumably meant to act as a facilitator for a different form of play.
I think what I'm catching on here is, that "and then it just ends" is a mild problem on its own, but it becomes a major problem when the only other alternative is "produce a setting." That is, something "just ending" can be okay, though the lack of continuation or supplemental sharing ("swapping campaign stories" as I referenced above) means there's little reason to form communities and share within them, which is
vital for something like this to truly take flight.
But if the only alternative to "just ending" is to create something where the fundamental purpose is to facilitate some
other form of play, that's going to incline people to think that this "Tourism" thing is merely prelude for the "real" narrative and/or gamist game experience. It just sounds like there's a big risk that
@clearstream's frustration about sim being devalued relative to the other approaches will continue, just in a new form; rather than "oh X can't do that," it becomes "oh, sure, X does that, but only as a prelude to something else." Given previous statements, it sounds like that whole thing of seeing sim as a means to some other end, rather than an end in itself, is a problem they'd like to solve.