Here and elsewhere online there's a lot of talk of "content patches" but what can they actually add at this point? Substantial new content - quests, planets, dungeons - is essentially out of the question, surely? It's all just gonna be QoL shit.
I guess at a push they might make something to try and recontextualise the procgen shit as interesting - think the Twin Lamps mod for Morrowind which gives you an actual reason to go exploring the game's boring-ass dungeons, or the East Empire Expansion for Skyrim which adds roleplay reasons to go skulking around the overworld. But why put effort like that in when modders will eventually get around to it for free?
All eyes on the Shattered Space DLC now.
They'd need an overhaul the scale of Cyberpunk 2.0 to even dream of getting a positive reception from mainstream gamers. The only good thing about Skyrim was being able to explore aimlessly and Starfield replaces that by going from POI to POI following a bunch of arrows without even bothering to give you land vehicles.
That isn't true. There is just as much to explore. It is just that the way they designed the exploration is different.
The way you explore is by exploring different systems in your ship. Once you get there you look for space encounters, dungeons on planets you haven't seen before, and places to survey (gas giants and asteroids are free exp and money, and planets with good resources if you are doing settlement building). Along the way there are a good variety of random encounters, including quite a few that are reactive to quests you have done.
Randomly walking around a planet's surface is not the way the game was designed to be played. It is a space game, not a walk around a planet game. The ground dungeons are more things you are supposed to find and explore while checking out other locations flagged from space or a quest or while surveying a planet you are interested in checking out.
I think one big problem is that a lot of people expected that exploration would be randomly walking around a planet due to that being how they are used to playing other Bethesda games. I think a lot of people didn't really do much of space exploration in this game, despite there being a ton of content available if you do. I didn't really start in earnest until about 30 hours in, tbh. But now that I have been I am still finding new content I haven't seen on NG+ and more than 120 hours in. New derelict ships to explore (mini-dungeons with lore), random space encounters, and even new locations/dungeons I haven't encountered before.
But there are some issues with the space exploration that make it less good than it could be, though, and that also hurts the game.
-Settlement building is pretty much completely optional in the game, and the rewards don't seem to be that significant from how I have dabbled in it (I am going to dive into it further in my NG+ but I am still looking for the perfect place to set up my main settlement). Looking for places to set up a settlement can be a major driver for space exploration, and neither the plot nor the game mechanics really push you to do it.
-There are not enough major and minor quests that you find through space exploration. There are only a small number, and even then most of those are weighted towards the systems near the core settled worlds. The majority of the quests in the game are tied to settlements.
I think the first point can be addressed by patches, but the second would take a dlc. The survival mode patch for FO4 made significant imrpovements to the base gameplay, and I think there is room here for a similar patch that would revamp gameplay in a way that makes it harder and makes exploring different star systems more necessary and enjoyable. Adding in some ship maintenance mechanics so keeping an expensive and powerful starship running requires some kind of continued resource investment that can be provided by settlements is one thing they could do.
Improving the procedural generation would also help make randomly walking around more viable. If they randomized dungeons some that would go a long way. Currently all the generic dungeons are almost 100% hand made, including enemy type, enemy placement, and interior dressing. Armor, Weapon, and chest loot is randomized and enemies can scale to be more powerful, but that is it for what can change.
There is almost no reason to go in and check out a location you have already seen before, but if there was more variety in the type of enemies, loot, and variation in the dressing (or even minor changes in the layouts like changing what is locked or inaccessible) that would help make it worth giving some locations a visit even if you have seen them before.
Improving the quality and variety of the proc-gen quests would also make it worthwhile revisiting random civilian settlements, too.