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I realised: I miss external Enterprise shots... and ad breaks

I think you initially raised two points, lack of establishing shots of the ship and no act breaks. And both phenomena play into the same issue, I believe, that you're having with SNW: structure.

Sometimes (not always!) the SNW scripts feel like they're not going anywhere, i.e. they don't have much of a point except maybe some soapy relationship business. That has been my main point of criticism this past season. Back in the TNG days, Michael Piller was credited for improving the show's quality in season 3 by always demanding to know of writers pitching ideas "What is it about"? What is the core idea, message, development... that this story will revolve around? I don't see that all that much these days.

Now to your observation: it does not explain away issues in storytelling of course, nor would changing one change the other too, but my sense is that TV writers of the network era were faced with more constraints simply on a formal level. Episodes could not exceed, say, 42 minutes of runtime incl. credits because otherwise not enough commercials could go into the show's (fixed) timeslot, which of course was exactly 60 minutes. The number of distinct ad blocks within the hour determined how many acts the series needed to have.

(Fun fact on the side: while TNG and DS9 had a five-act structure as a result of the above, VGR was going to have a four-act structure because it was not on first-run syndication but a network, where four acts were the norm. Stephen Poe describes this in his "A Vision of the Future" making-of book. But there was some reluctance among writers and producers, who had been used to the five-act structure. And eventually, some of the early scripts written as 4-act - I believe he discusses "Eye of the Needle" specifically - had to be rewritten to do 5 acts anyway.)

Now writing an act will give you a certain narrative unit, arising originally from the banal and extratextual need to break up the episode to accomodate ads within its hour, but network writers turned this into a strength, because not only was the fact that an act had to end on an exciting 'mini-cliffhanger'-type situation to keep viewers glued to the screen through the imminent commercial break, but its side effect was that these episodes always had at least 5 rather exciting moments, one at the end of each act, and one at the end of the teaser before the opening titles. If acts are further supposed to be roughly the same length, these moments are distributed rather evenly. So even if you watch the series, as we do now, without ad breaks, this constant sense of being entertained well, and that something interesting is always happening, remains. The current streaming shows don't have these restrictions, neither on overall length of the episode nor on a particular structure, and perhaps this results in some indulgences that couldn't have worked in a network show.

As to the lack of establishing shots, I believe they may sometimes not see the necessity for them. In network TV, one can notice that episodes more often than not come back from commercials on a shot of the Enterprise, Voyager, Defiant/Deep Space Nine, etc. to do precisely what the name of the shot says: to establish or reestablish not just where the action takes place, but also that the commericals have ended and we're back on the actual show.

So in short, I see the same phenomenon you do, and I attribute it fully to the streaming environment. But I also agree that this isn't just an aesthetic quibble, but a symptom of a larger problem that sometimes plagues the modern shows, a lack of storytelling discipline.
 
Sometimes (not always!) the SNW scripts feel like they're not going anywhere, i.e. they don't have much of a point except maybe some soapy relationship business. That has been my main point of criticism this past season. Back in the TNG days, Michael Piller was credited for improving the show's quality in season 3 by always demanding to know of writers pitching ideas "What is it about"? What is the core idea, message, development... that this story will revolve around? I don't see that all that much these days.

I think you're missing that what Piller really asked was, "How does this affect our characters?" To him, telling a story driven by plot or action wasn't enough; it had to have some meaning for the regular characters or reveal something about them. So it seems backward to use that to criticize SNW for being too character-oriented.

(When I pitched Deep Space Nine ideas to Robert Hewitt Wolfe back in the '90s, I brought in a number of high-concept plot-driven ideas and Wolfe kept asking me Piller's question: What does this mean to our characters? So when I got to pitch for Voyager later, I developed a bunch of strongly character-driven ideas, only to be told they weren't high-concept and plot-driven enough. I've heard of one other pitcher who had essentially the same experience. It underlines the difference in priorities between the two shows' writing staffs.)
 
Yeah, they should go back to using some models and hand drawings.

But they won't

Star Wars did it (for a short time. Seasons one and two of The Mandalorian).

Just look at the passion of these men for their craft. That is one thing we are missing in NuTrek:

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Jon Favreau was adamant that this felt like old-school Star Wars.
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I think you're missing that what Piller really asked was, "How does this affect our characters?" To him, telling a story driven by plot or action wasn't enough; it had to have some meaning for the regular characters or reveal something about them. So it seems backward to use that to criticize SNW for being too character-oriented.

Sorry if it came across this way, but I'm not at all saying I find SNW "too character-oriented", quite the contrary. What I did say was that I see "soapy relationship business". Case in point would be the La'an/Spock coupling, which came from out of nowhere and has yet to reveal (to me at least) what its impact is on either character. It seems this way really for most of the characters on the show, which is also part of why I found the "4.5 Vulcans" episode so irritating - the effects of their changing species were illustrated nearly entirely on the example of these characters dating somebody and being uncharacteristically antisocial. (La'an excepted, although so far nothing has been done with the reveal of her "dark side".)

"Terrarium" - perhaps my favorite episode this seaosn - did it right. The story was 'about something', a very Trekkian message. Not new at all, but that's fine by me at this point. AND it hinged upon a character and how they were previously drawn. How Erica dealt with her situation, also Uhura in her worry about her friend. This, I dare say, is an example of what Piller had in mind. SNW can do it, they do in fact do it on occasion. But often enough, they don't seem to have the discipline to stick to that, but go for the big gimmick or the cheap fan service instead. That was my criticism.
 
Case in point would be the La'an/Spock coupling, which came from out of nowhere and has yet to reveal (to me at least) what its impact is on either character.

That's fair. The relationship didn't go anywhere -- it seemed like they set it up just because they wanted to show off Chong & Peck's dance skills.
 
As to the cost of VFX shots being a factor, typically, the per-minute cost of purely VFX shots today is less than the enormous costs of live-action photography. If you set out to create library shots that could be amortized, the costs would likely not be prohibitive, but it seems the trend today is for episode-specific shots that often don't have a lot of reuse potential.

On TOS they typically cut down the number of effects shots to what they thought was the fewest they could get away with. Many times, a stock flyby of the Enterprise or whatever was used to make sure the audience knew where the next scene was, to imply time passing, and/or to create a beat between two scenes.
 
As an aside I'm so glad the writers/producers heard me and put in urgent changes for the season finale. We had establishing shot, a captain's log and some nice external shots in that one. :D
 
If you set out to create library shots that could be amortized, the costs would likely not be prohibitive, but it seems the trend today is for episode-specific shots that often don't have a lot of reuse potential.

It seems to me that with digital effects, it wouldn't be hard to reuse a stock establishing shot of the ship but to alter its lighting and background, or move the camera angle a little relative to the digital model, and make the same stock animation look like a new shot. The projection volumes on the set can change the viewing angle of a digital backdrop in real time to track the camera movements, so it seems it would be simplicitly itself to modify a stock starship shot that way.
 
It seems to me that with digital effects, it wouldn't be hard to reuse a stock establishing shot of the ship but to alter its lighting and background, or move the camera angle a little relative to the digital model, and make the same stock animation look like a new shot. The projection volumes on the set can change the viewing angle of a digital backdrop in real time to track the camera movements, so it seems it would be simplicitly itself to modify a stock starship shot that way.

It can be. CG shots are typically created in layers or passes (similar to what was done with motion control shots) which can be remixed. So, for instance, a shot of a spaceship flying past Earth might have one layer for the ship's windows and running lights, another with a dim all-around light to bring out detail in the shadows, a third with the sun's light, and the fourth with a big soft blue light coming from Earth. You could change the background, remove the blue light, and now you've got the ship flying through empty space. Or remove the sunlight and change the color and intensity of the fill light, and have the ship flying near a big diffuse nebula.

It's not actually done in practice that much, though. It was actually more common on TNG where they'd remix their stock shots to make some quick variations like "ship in a dark nebula" or "ship out of power." The issue seems to be that having frequent exterior shots for scene-setting just isn't something directors and producers want to do nowadays.
 
It was actually more common on TNG where they'd remix their stock shots to make some quick variations like "ship in a dark nebula" or "ship out of power."

And TOS did it all the time, reusing an Enterprise-in-orbit shot around a different planet, or matting a stock shot of the ship against different backdrops like Station K-7, the giant amoeba, or whatever. But they didn't have multi-layer motion-control passes that would let them change the ship's lighting or whatever.
 
It seems to me that with digital effects, it wouldn't be hard to reuse a stock establishing shot of the ship but to alter its lighting and background, or move the camera angle a little relative to the digital model, and make the same stock animation look like a new shot. The projection volumes on the set can change the viewing angle of a digital backdrop in real time to track the camera movements, so it seems it would be simplicitly itself to modify a stock starship shot that way.
Someone who’s more knowledgable about computer generated imagery will hopefully come along to explain this better than I am able to, but it’s my understanding that ship effects are done in a different manner than the effects created for the projection volume. The latter are rendered in real-time by rendering engines more similar to that of computer games, whereas the graphics for the ship effects are rendered in a more elaborate rendering pipeline that takes a while to finish the entire sequence. Presumably because these effects shots need to have much more detail and fidelity compared to the volume backgrounds that are only ever meant to be slightly blurred background elements. I suppose that’s the reason why it’s not actually as easy to just swap lighting conditions on ship effects, as you suggest.
 
Someone who’s more knowledgable about computer generated imagery will hopefully come along to explain this better than I am able to, but it’s my understanding that ship effects are done in a different manner than the effects created for the projection volume. The latter are rendered in real-time by rendering engines more similar to that of computer games, whereas the graphics for the ship effects are rendered in a more elaborate rendering pipeline that takes a while to finish the entire sequence. Presumably because these effects shots need to have much more detail and fidelity compared to the volume backgrounds that are only ever meant to be slightly blurred background elements. I suppose that’s the reason why it’s not actually as easy to just swap lighting conditions on ship effects, as you suggest.

Even so, that seems like an incremental difference rather than a major obstacle. And we've seen that they can modify existing digital shots, like when they created the "cartoon" version of the main titles for "Those Old Scientists." I assume they didn't recreate the entire thing from scratch, but just applied a cel-shaded filter to the existing CGI animation of the ship and maybe some of the background elements (though others were probably recreated in 2D).
 
Even so, that seems like an incremental difference rather than a major obstacle. And we've seen that they can modify existing digital shots, like when they created the "cartoon" version of the main titles for "Those Old Scientists." I assume they didn't recreate the entire thing from scratch, but just applied a cel-shaded filter to the existing CGI animation of the ship and maybe some of the background elements (though others were probably recreated in 2D).
Well, I guess there must be some significant difference or else we would probably see them start doing variants of existing sequences the way you’re envisioning. I mean, think about it, if on the volume set the director says something like “Can you give me blue moonlight coming through those windows?” it’s probably as easy as a click for the tech guy to give them that and the director can directly see if it’s to their liking right there and then. But when they ask the VFX guys to change the lighting on a ship shot, they have to implement that, render it, add the various layers or passes and only then can the production team actually see it and decide if they like it. Again, this is how I understand those processes, but I may be off. :)
 
Well, I guess there must be some significant difference or else we would probably see them start doing variants of existing sequences the way you’re envisioning.

No, I think it's probably what david cgc said, that the cinematic language has changed so that there's not as much interest in doing establishing shots. As stated earlier, one of the main purposes of such shots is to reset the stage after a commercial break, to give the viewer a moment to refocus their attention or unmute the audio. (Though that's only been a factor since remote controls with mute buttons became commonplace in the '80s, and establishing shots were a routine practice decades before that. When I was a kid, if you wanted to mute the audio, you had to walk over to the TV and twist the volume knob down to zero.)
 
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