When I moved over to work on HeroClix, we had a number of design meetings where we talked about where the game was, and where it needed to go. Unless a game is a standalone one-shot, it needs to grow and change, both to improve on the past and set a course into a exciting future. HeroClix is no exception. But the lesson we learned from MK 2.0 was that making a lot of changes all at once made some longtime players feel like we'd pulled the carpet out from underneath them--they enjoyed the game as it was and had invested a lot of money in it, and they (justifiably) didn't like anything that put that enjoyment or their investment at risk.
Seth Johnson, HeroClix World Interview (2009)