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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.
New factions in strategy games? Those are not always in an expansion.
Some of the F:NV dlcs are ok. Like old world blues
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taltamir: 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.
Well, I'm no fan of DLC, but would you consider "Dawnguard" or "Dragonborn" to be merely sidequests for Skyrim? I haven't played them, but I hear that they add a *lot* of content.
It's a general term that can mean any additional content for a game that can be downloaded. Whether it is large or small, free or not, it doesn't matter. Somewhat of a umbrella term, I would think.
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taltamir: 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.
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sergeant_citrus: Well, I'm no fan of DLC, but would you consider "Dawnguard" or "Dragonborn" to be merely sidequests for Skyrim? I haven't played them, but I hear that they add a *lot* of content.
Well that's the problem. The difference between an expansion, which I believe those you mentioned are and a DLC is practically none. After all DLC stands for Down Loadable Content. It can be practically anything.

Edit: Ninjad. :/
Post edited December 16, 2013 by Tarm
The definition of DLC is DownLoadable Content - "additional content for a video game distributed through the Internet by the game's official publisher or other third party content producers. Downloadable content can be of several types, ranging from aesthetic outfit changes to a new, extensive storyline, similar to an expansion pack. As such, DLC may add new game modes, objects, levels, challenges or other features to a complete an already released game." (WIkipedia :))
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amok: The definition of DLC is DownLoadable Content - "additional content for a video game distributed through the Internet by the game's official publisher or other third party content producers. Downloadable content can be of several types, ranging from aesthetic outfit changes to a new, extensive storyline, similar to an expansion pack. As such, DLC may add new game modes, objects, levels, challenges or other features to a complete an already released game." (WIkipedia :))
I wonder how many times that article have been vandalized to say something like "Teh Evil!"?
It's worth noting that if the publisher and/or developer decides to add some free content to their game, they will usually not mark it as DLC, since the term has negative connotations to it ("pay to add"). They will mostly state that some additional free content is available.
Lessee Broken Steel DLC for Fallout 3

1) Nope. New Content
2)Nope.
3)Nope. Randomly encountered, unique items available from new quests
4)Nope. Pretty substantial content, continues the game where otherwise it just ends.
5)Story-wise, nope, logical extension of the main plot. Technically, there are some bugs but that's to be expected.
6)Nope. Everything in the DLC is available upon purchase.

Obviously you didn't think very hard.
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taltamir: I can't think of a single DLC ever made that doesn't fit the above definition.
Uh-uh.
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taltamir: I can't think of a single DLC ever made that doesn't fit the above definition.
Gods and Kings, Brave New World, Enemy Within and Mindgames drop their heads in shame and go to cry in a corner.
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taltamir: I can't think of a single DLC ever made that doesn't fit the above definition.
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JMich: Gods and Kings, Brave New World, Enemy Within and Mindgames drop their heads in shame and go to cry in a corner.
joined by Shivering Isles, Teeth of Naros, Point Lookout, The Secret Armory of General Knoxx, Dragonborn and many others. Oh the shame.
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Shaolin_sKunk: 5)Story-wise, nope, logical extension of the main plot. Technically, there are some bugs but that's to be expected.
Well, let's not stretch things too far now :P
"What does one DLC matter?"

Torment: Tides of Microtransactions, coming soon.