Posted August 12, 2020
Every now and then, a major DLC will release for a game. By "major DLC", I am thinking about the sort of DLC that would have been released as an expansion back in the day. (So, if we use Oblivion as an example, I'm thinking something like Shivering Isles rather than Horse Armor.)
Anyway, I can think of 3 different types of major DLC that could be added (though some DLC is actually a combination of this):
1. DLC that makes significant changes throughout the game. This commonly takes the form of entirely new mechanics (like monster taming in Fell Seal's DLC), or as a large number of additional elements added to the game (common in roguelikes; this can include things like new classes, new weapons, new monsters to fight, new spells, and new everything else). Specifically, this sort of DLC changes the entire game.
2. DLC that adds new areas to explore. The Shivering Isles example I mentioned is an example. This sort of DLC has little effect unless you actually visit that area, but once you do, you have a whole new area to explore. Sometimes there may be new mechanics introduced in the new areas, but not always. In any case, this type of DLC only changes the game significantly if you actually visit the new areas.
3. DLC that adds an extra campaign. This sort of DLC gives you a new option at the title screen (or similar), that allows you to play what is essentially a different game (though usually in the same genre). Shovel Knight's free DLC (before they split it up into separate releases, though Treasure Trove is still available) is an example of this.
Now, as I mentioned, DLC sometimes contains things from multiple categories. For example. Tangledeep's Legend of Shara expansion includes a new job (Calligrapher), new areas (Wanderer's Journeys and the postgame Realm of the Gods), and an extra campaign (Shara's story). Evem. say, Baldur's Gate 2's expansion has elements of this; a new class (Wild Mage), higher level cap, and HLAs, a new area to explore (Wanderer's Keep), and a new campaign (Throne of Bhaal, though it's balanced for characters who've finished the main game I believe).
So, for major DLC, which type do you prefer?
Anyway, I can think of 3 different types of major DLC that could be added (though some DLC is actually a combination of this):
1. DLC that makes significant changes throughout the game. This commonly takes the form of entirely new mechanics (like monster taming in Fell Seal's DLC), or as a large number of additional elements added to the game (common in roguelikes; this can include things like new classes, new weapons, new monsters to fight, new spells, and new everything else). Specifically, this sort of DLC changes the entire game.
2. DLC that adds new areas to explore. The Shivering Isles example I mentioned is an example. This sort of DLC has little effect unless you actually visit that area, but once you do, you have a whole new area to explore. Sometimes there may be new mechanics introduced in the new areas, but not always. In any case, this type of DLC only changes the game significantly if you actually visit the new areas.
3. DLC that adds an extra campaign. This sort of DLC gives you a new option at the title screen (or similar), that allows you to play what is essentially a different game (though usually in the same genre). Shovel Knight's free DLC (before they split it up into separate releases, though Treasure Trove is still available) is an example of this.
Now, as I mentioned, DLC sometimes contains things from multiple categories. For example. Tangledeep's Legend of Shara expansion includes a new job (Calligrapher), new areas (Wanderer's Journeys and the postgame Realm of the Gods), and an extra campaign (Shara's story). Evem. say, Baldur's Gate 2's expansion has elements of this; a new class (Wild Mage), higher level cap, and HLAs, a new area to explore (Wanderer's Keep), and a new campaign (Throne of Bhaal, though it's balanced for characters who've finished the main game I believe).
So, for major DLC, which type do you prefer?