HDR makes even
more sense in a space game. Think about it - HDR was invented because we can't accurate portray the full range of dynamic contrasts on earth, where we have an atmosphere providing a buffering ambiance. In space, you are presented with even
more extreme contrasts, and so to accurate depict space you would most definitely need HDR. That's why turning down the ambiance results in a more realistic feel - but it is limited by LDR constraints. HDR would allow for even
more contrast.
In general, when done correctly, HDR will benefit any situation - even a single room with a lightbulb. The commercial games just like to abuse the crap out of it to try and make themselves look cool. They also attach excessive bloom to the effect.
The same goes for bloom, actully; slight bloom actually does make sense because bloom is also an artifact of our own irises, it's just only apparent with
extreme contrast (like say, a space environment) and is far less obvious then what is usually depicted in games.
I once was playing around with a fake bloom effect and inserted some screenshots to see what they would look like. Looking back, the bloom effect was far, far too strong, but here is a decent example:


Obviously a real implementation would be much more refined, based on HDR, and more subtle, but you get the idea. Of course, simply adapting the picture to the average luminance is just a basic implementation of HDR. Advanced HDR techniques enhance the image as a whole based on the HDR information.
Personally I tend to agree with Herra Tohtori in that we should be implementing HDR and either no bloom at all or a very subtle version of it. Besides, where are the stinking shadows?! We should be implementing shadows before HDR.