you have N million customers.<p>You make a change.  X percentage of your customers love it, Y hate it, Z are ambivalent, and you attract M new customers.<p>Cool...but Y was not a zero number.  Often, the same things that M love about the changes are exactly what Y hate.  You can&#x27;t please both with the same product.<p>Repeat for every successful game.<p>For example: I&#x27;m a casual player, I prefer solo content because I hate not understanding what&#x27;s going on, and my schedule doesn&#x27;t lend itself to being online regularly.  The same changes that will attract me to a game will tend to drive away those that like hardcore difficulty and massive raids.<p>Thus, I think they ARE collectively &quot;losing&quot; something, but they are also gaining.  The nostalgia servers are about regaining those lost Y, not about rectifying some terribly and inevitable mistake.