... or unless they have done literally ANY amount of market research into their target audience, or have any experience with audience reactions to past products, or have any background in graphic art and design sufficient to gauge what is and isn't well received by the people who will be the end consumers of this media?When MirrorMirror keeps talking about what's "in trend," he's talking about what people who are trained in design and do it professionally for TV and movie studios think of as trendy — or, at least, what their bosses and clients think of as trendy. Unless they're mind-readers...
Unless they actually know what they're doing?
It's super easy to tell people that they are failing at something you have no idea how to do yourself. I hate to be "that guy" but how many major television franchises have YOU done design work for?
That's a weird way of putting it... was the first season of TOS not enough for you? Why did they bother making two additional seasons, even when half of the episodes in them kind of sucked? Why did they bother making TNG, as if TOS and the movies weren't good enough? Why did they make DS9 and Voyager? TNG wasn't enough?I don't grasp your logic here at all. You're basically saying that old Star Trek, the stuff that made us love it in the first place, just isn't enough
Better question: why do all of your arguments ultimately reduce to "I don't like change"?
As are half the set designs in TNG+ and Enterprise. OTOH, TOS is a clear example of the former. They were very complex designs that had to be simplified into much cheaper sets than Rodenberry would have preferred. The moment they gave him access to a budget to do something more ambitious, the result was the TMP bridge.First of all, as apparently it's necessary to keep repeating this on a regular basis, there is a difference between designs on the one hand, and production values (including special effects) on the other. Sophisticated designs can be executed cheaply, and slapdash designs can be executed at great expense. (I'd argue that DSC is all too often an example of the latter.)
Compare with DS9 and TNG, which blew through one to two million dollars PER EPISODE.Second, as is also apparently necessary to repeat in contrast to popular myth, the original Star Trek was not produced cheaply. Its first-season budget was $190k/episode, roughly $1.4m in current dollars...
Compare with Babylon 5, which had to keep it down to $800,000 per episode, and is ALSO notable for having relatively cheap-looking but well-designed sets.
Star Trek was impressive for its time, but it wasn't because they had a lot of resources to work with. If TOS had had ANYTHING like the kind of budget that its successors had, it would have looked very, VERY different.
... or so Star Trek fans like to think since it facilitates the need for escapism.Sigh.We're talking about continuity here...
To be clear: you're talking about continuity of storytelling. Star Trek is an anomaly in television scifi because it spent over two decades being managed by the same creative team who worked carefully to be consistent with themselves. TNG and the spinoffs became a sort of televised Expanded Universe that all tied in together, with background and lore projected both backwards and forwards through a fictional continuity. That "expanded universe" came to be known as the "Prime Timeline" and it's been expected that all future productions will be part of that universe.
That new creative teams come to the table to make new productions means they have to have respect for what the old team created as far as creative impulses (so photon torpedoes aren't nuclear-tipped ICBMs and phasers aren't just handguns with electrified bullets or something), but just because you RESPECT previous artists doesn't mean you have to incorporate their work into yours. Especially in the case where some of the choices those artists made were driven more by necessity than by deliberate choice. The set designs of TOS are definitely examples of the former.