I was asked recently my thoughts on what distinguishes working on a Star Wars setting project versus Star Trek.
One could go on at some length about the difference imposed by simple aesthetics, but ultimately, I find that it comes down to the basic essence of what these settings represent, respectively:
Fantasy versus futurism.
Toward the fantastical end of the spectrum, the goal is to evoke a sense of marvelous wonder, like what a child experiences in their naive fascination in the unfamiliar world.
Toward the futurism side, the goal is to project the familiar into the possibilities of tomorrow.
To be clear, "realism" is an optional quality in ether mode, depending upon the character of the setting or presentation, effectively an independent characteristic.
What does this mean, here?
In the context of design, it is about contrasting approaches to produce very different impressions, how familiar touchstones are emphasized or denied.
One way to consider the difference is by looking at how technology is approached in these two settings.
In
Star Wars, there is an implication of function, but comprehension is actively thwarted, ensuring that one is always a "layman" in their universe, marveling at the details without the slightest idea how or why they work. We are often not meant to know, and knowing is not necessary to enjoy the narrative.
The Star Wars setting is the "rule of cool" grounded on the lived-in mundane, often to a banal degree: instantly recognizable, yet permanently foreign, by design.In contrast,
Star Trek is about an imagined — or idealized — future to which we are meant to relate. Of course, one can point to the stylized designs of TOS, or the effectively impenetrable technical marvels of the series that followed, and see that in detail, these are no less "implied function without clear function" as in any fantastical setting. But surface detail aside, the overall is meant to be a projection of our familiar world and this fills in the blanks of any dramaturgical license and set-dressing. We are meant to know and comprehend the whys and hows of the setting — buried under technobabble as it may sometimes be — and this knowing is a driving force for the narrative.
One could call Star Trek's fundamental essence the "rule of the projection", a trait that is used to offset the complexities of futurism, which can be no less daunting to the layman than any real world science — by design, made to tie into our knowledge and expectations.
When all is said and done, this has very specific impact upon working with each of these settings. The fundamental approach to technical design is remarkably different for each, which gives their respective projects a distinctive, dissimilar tenor in preparation and progress — what renders the results to be fundamentally of their own settings, likewise.
When working with Star Wars, detail becomes important primarily for the sake of drama and interest, but does not need to make any concrete sense.
Detail is not meant to be explained, or worked out beyond what would need to conform to humanoid (or droid) interaction, or "set" operation and navigation. The effect sought is rather like Baroque: the overall impression is more significant than any one piece comprising it, but each piece must still be captivating — if not necessarily offering any greater insight into the whole.
It is actually possible to put too much thought into why specific detail exists, when designing for Star Wars, and thus damage the overall sense of wonder in the process.
The challenge is to find the balance between looking cool and seeming "real", which is a daunting task, even when working from the existing material and same references as the official production design.
Star Trek demands almost the exact opposite mindset: knowing why, and expressing it concisely, informs everything.
Whether the constraints of a given series' canon, or the implications and demands of very real engineering and science, it is the details behind the details, so to speak, that shape design. One can stylize, but the closer one can cleave to the accurate, the precise, and operationally plausible — even better, the real — the better the result.
There is a reason why Star Trek inspired so much real-world technology. It is built upon practical conceptual design, grounded in that real world.
Not putting enough thought into the reasoning behind specific details, in the Star Trek context, risks effectively demeaning, even outright nullifying, its perceived futurism and believability.
One is faced with a challenge that is essentially actual engineering, leavened by the constraints of one's time, resources, and expertise, to accomplish; the trick, deciding where to the draw the practical line.
Of course, these contrasting aspects apply to all sorts of settings, which might fall anywhere on the spectrum between fantasy and futurism as represented by Star Wars and Star Trek, each bringing their own unique ratios and challenges.
Now, how well attempts to satisfy any such requirements hold up to later scrutiny...
That's another matter entirely — "time-tested iconic" versus "ephemeral cool" — and a topic best left for another day.