Posted December 16, 2013
My observation has been that a DLC comes in the following forms:
1) Content that shipped with the game on disk/in original download that has been cut to sell it in pieces.
2) Cheats you have to pay for (items or classes that are super powerful, often given to you at level 1 just for buying the DLC instead of being added to the shops)
3) New items/classes/etc that require you to replay existing content you already finished in order to experience
4) Very very rarely, a tiny bit of new gameplay content (aka a new sidequest)... that requires you to replay the game you already finished
5) Typically integrates poorly with the game.
6) built around microtransactions
I can't think of a single DLC ever made that doesn't fit the above definition.
1) Content that shipped with the game on disk/in original download that has been cut to sell it in pieces.
2) Cheats you have to pay for (items or classes that are super powerful, often given to you at level 1 just for buying the DLC instead of being added to the shops)
3) New items/classes/etc that require you to replay existing content you already finished in order to experience
4) Very very rarely, a tiny bit of new gameplay content (aka a new sidequest)... that requires you to replay the game you already finished
5) Typically integrates poorly with the game.
6) built around microtransactions
I can't think of a single DLC ever made that doesn't fit the above definition.