#599647
How much harder was this set to design for knowing that the cards weren’t “good enough” for release with their intended sets?
Sometimes harder; sometimes easier. The Temporal mission, for example, was an easy pick for me personally, because I knew it was pretty much done. Its one hurdle was out of the way. And when we looked up why some of the cards had been cut, my first thought was, “Oh, I can fix that!” (Not always correctly.)
On the other hand, we also wanted a rainbow set, so we combed through different factions looking for ideas while others were plentiful. I remember TOS being particularly hard to pick. Starfleet, meanwhile, gets a card that pulls from another card that I also think could see the light of day, but needed this card as a setup, so had a circuitous route to production. The difficulty was realizing the good part to carve out now.
Sadly, we don’t have a full rainbow. The Klingon card was cut once again. We tried an idea that we thought sounded pretty easy and fun, but it turns out is a tangled mess of confusing interactions. -richard
I wouldn't at all characterize the cards in this set as cards that "weren’t 'good enough' for release with their intended sets." Afterall, releasing a set of cards rejected as not good enough isn't the kind of assignment any designer would be necessarily excited to take on.
It's important to remember that under two consequetive design managers, 2e designers were limited to 27-cards per set. This limit was predestined, meaning it was imposed prior to any testing data or designer feedback. Under that limitation, it often happened that cards, or even whole themes, would be cut because there simply wasn't enough room. A lot of cards we picked came from sets with pre-imposed limits.
The analogy I used in my article on Hawk was that of an editor cutting down a movie - sometimes footage the director loved winds up on the cutting room floor, only to be restored in the director's cut. So, rather than thinking of this set as a collection of rejected cards, I think it's more appropriate to characterize is as something like a design manager's cut.
But, it's true wecpicked some cards that needed more work because we could see porential. And, while I'd left the set before testing commented, I can tell you Richard's and I spent a lot of time debating the original roster to make sure we were giving the community something we thought they'd be excited about.
I was looking at most of these cards for the first time, and so I leaned into that. I did not go back and look at previous discussions, and instead viewed each card as its own thing.
jadziadax8 wrote:
ALSO, I SUSPECTED YOU WERE A MAN OF TASTE AND REFINEMENT.
"Let us redefine progress to mean that just because we can do a thing it does not necessarily follow that we must do that thing."