Quoted from slochar:As seen in the soren updated code thread, it's pretty clear people want to pay zero for code updates. There was some real pushback there on $20. $20.... think about that. $20 to fix bugs in a game and expand out fairness in tournaments.
$400 worth of LEDs, stupid toppers for $1000, etc. and people won't pony up $20 for a code update. Well, one person will, and then copy it, and then it's on pin universe, etc. so everyone else can d/l it for free.
Also, didn't CG update the code for MBr anyway for the lightshows?
CC doesn't really count because it was released without finished code.
To the person's point above - and to advance this discussion further...
What would your new code involve? Burning new EPROMS? Or would it be a system like the NGG thing? Understanding how easy the upgrade is (and the associated costs) probably drives how interested people will be in trying it. Despite the fact that people buy crazy expensive lit McDonald's toys for their games without even thinking if it matches the theme appropriately it does seem there is a history for people being either hesitant or unwilling to commit to spending money when it comes to code upgrades. This could be because upgrading code in an old game isn't as easy as using alligator clips without shorting out your power board or it could be because people don't see the code in XYZ game as a problem worth fixing.
Assuming commercial success isn't a huge priority - I would say you need to keep it accessible (no new systems to install) and inexpensive (more people try and more people enjoy). Otherwise its really just a pet project for you and a half dozen people you share it with.
Your best shot at adoption is to enhance what people already enjoy which means add to the existing rule set and game. For IP reasons you can't really do this. To me that is where the analysis (and project) would stop.
Regardless of what code you run or who wrote it -- who cares how you enjoy your games as long as you enjoy them?