oldest trick in the book for writing rpgs is that you give your player character an in universe reason for not knowing anything about the setting. This is so that when the player naturally wants to ask questions about how the setting works, they are just in the dark as their character is. Usually this involves your character being a foreigner (Morrowind, Pillars of Eternity), living in an isolated community (Numbered Fallouts, Baldur's Gate 1) or our good friend retrograde amnesia (Fallout: New Vegas, Planescape: Torment, Disco Elysium).
Starfield doesn't do this. There's even a moment where they could have given your character amnesia, but then didn't. The main reason for this is you can select your characters background, which characters will bring up as well as being usable as a dialogue choice, so for this mechanic to work your character can't be a tabula rasa. but this has the effect of characters mentioning all sorts of lore that your character should know, but the player is completely in the dark about, and every time the game lets you ask basic questions about the setting, characters talk about you sounding like a complete dumbass.
I will admit, it is fun when your background comes up in npc dialogue. I am always doing the leo point when I see "that's me! I'm the cyber runner! I'm the neon street rat!" but it's incredibly annoying how this provides little opportunity to get familiar with the setting. A game that handles this system better is Tyranny, where the prologue is a choose your own adventure that lets you establish your background, while also filling you in on the setting, because at game start you're supposed to be an already notorious figure.
