What's the biggest problem we've ever encountered down the line from a concept, where you design a concept one way and then, when it comes time to build it, it won't work?
TL;DRThe Vanguard is the example: its concept predated current metrics, including ship item metrics, so doors, seats and its doubled components could not fit without compromising the original visuals.
The Vanguard. I love the Vanguard. It's a really nice image. It's a really nice concept model, but there were some serious metrics problems with it.
From the original concept.
From the original one, which is why it ended up the way it did. There were other reasons why it ended up the way it did, but a big reason why it ended up like that was having to... This was made without the metrics that we have when we built the ship. Like I said earlier, when you have to fit certain things of a certain dimension into a space, sometimes you cannot keep the integrity of the visuals.
And when you say without the metrics, you mean that the metrics themselves had developed since the concept was done. So the concept was done under one set of metrics and then the game progressed, and when it came time to build it, those metrics no longer applied: doors had to be wider, chairs had to operate somewhat differently.
Ship items, I think, as well.
Yeah, all the components.
When that was done, I don't think we had metrics for the ship items. And that was a key feature of the Vanguard: it has double the items for redundancy, which, when you have to find space for all those things in there, is a lot of space.