For all the faults Nintendo embody, they know how to make tutorials, especially with the Mario series. You may think “there are no tutorials in Mario” but that’s part of it. Nintendo’s design formula for making stages for Mario games consist of “introduction, escalation, complication.” First they throw a new mechanic at you, maybe the stage has rotating cylinders you need to stay on top of to progress, and not fall down. Then they up the difficulty a bit, adding more factors to the gameplay like introducing enemies that you have to dodge simultaneously. Then finally they turn the new concept up to 11 towards the end, by making you have to juggle both the new mechanics and some other modifiers, perhaps having to fight a boss at the same time, or perhaps requiring some more advanced platforming maneuvers to progress. That way a stage can be a tutorial, and you don’t even realize it.
The problems of Starfield, the ones that prevent it from being great even if only through modding, are engine-level problems. Those can’t be fixed without remaking the entire game from scratch in a new engine, and nobody wants to do that.
Maybe in a couple decades we’ll get Starfield Remastered made in UE9.
They’re trying to slow-boil you into having to play exclusively by their rules. In a couple years they’ll want to forbid you from having the console in your home, you’ll only be allowed to use it in official Nintendo-branded Play Rooms located at select locations. They’ll cost $20/hr to use, and you have to buy the console first.
Starfield was the epitome of this. Rather than make a full game and let modders play around, they launched an empty, barren wasteland not-so-subtly made with extensive modding in mind. They figured that they don’t have to put effort into delivering a good product since their fans will do that for them following release.
In that case, help spread the word.