The pattern is to start modest and improve according to the dictates of the users.
It is far better to have an underfeatured product that is rock solid, fast, and small than one that covers what an expert would consider the complete requirements.
If it has value and becomes popular, there will be pressure to improve it, and over time it will acquire the quality and feature-richness of systems designed another way, but with the added advantage that the features will be those the customers or users want, not those that the developers think they should want.
Richard P. Gabriel, Patterns of Software, New York: Oxford University Press, 1996, p. 218, 219, 220.
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"It's relatively cheap to do paintings and drawings. It's expensive to make movies."
Sam McMillan, "Thinking Smaller at Pixar," Communication Arts, July 2000, p.164-171.
"Creating an interface is much like building a house: If you don't get the foundations right, no amount of decorating can fix the resulting structure."
Jef Raskin, The Humane Interface, Reading, Mass: Addison-Wesley, 2000, p. xi.