Every marginally profitable PC game receives at least one expansion pack these days. So, I figured it was worth breaking down expansion packs by what they add to the core game. Once those ideas are floating about in your head the real fun can begin and I can subject you to my bias opinions of some of the expansions I've played.
Breadth and Depth
An expansion pack adds a combination of depth and breadth to the vanilla game. The two are not entirely separate, but bare with me.
Breadth - Breadth is adding more of what was in the original game. More items, more levels, more cIasses, more guns and more environments are some standard examples of things that add to breadth. Adding breadth is a safe bet for a successful expansion, because everyone wants more of their favourite game (assuming he's not trying to break his addiction). Breadth adds more to be played.
Depth - Depth is adding new mechanics to the vanilla package. These additions require the gamer to play the original package in a different manner to adjust for these new features. A new item slot, a tweaked interface, and a new combat algorithm are a couple of examples. Adding new mechanics is difficult, because they must be integrated with the previous game. Depth changes how the game is played.
While additions like 'new types of swords' are obvious additions to breadth and 'the ability to craft items' is an addition to depth, there is still a middle ground. Lets say an RTS adds a ranged unit to a previously melee only game. On one hand it is just 'another unit', but it will also drastically change how the previous units and environments are used. Like just about everything else, let us be careful not to see this as a black and white cIassification.
Examples
Now, it's time to look at what the developers have done. Hopefully I can cover the whole spectrum here.
Wide & Good
Titan Quest - The Immortal Throne
![Titan Quest Box Art](http://image.gamespotcdn.com/gamespot/images/2003/all/boxshots2/936555_81735.jpg)
The majority of this expansion was about more environments, more cIass options, more monsters, and more items. Iron Lore added a couple of new mechanics including the artefact system and interface tweaks, but they were minor compared to the rest of the new candy. The added act contained didn't focus too much on a single environment, but added many new and beautiful locales. All the new items were original and contained brand new artwork. The new cIass created more options for the player (this is one of those border line depth/breadth features). While all this new stuff is great, the quality in which the new features integrated with the original made this an excellent expansion.
Honourable Mentions:
Diablo 2 - Lord of Destruction
Half Life 2 - Episodes
Age of Empires 2 - The Conquerors
Wide & Bad
Black and White 2 - Battle of the Gods
![Battle of the Gods Cover Art](http://image.gamespotcdn.com/gamespot/images/2003/all/boxshots2/932337_74171.jpg)
A new creature, new maps and a new story are appealing, but the simple fact that they simply did not integrate with the old content took away from what could have been a good expansion. Lionhead didn't allow the player to raise the new creature or use the new miracles in the old world. In order to use the new content, the player had to sacrifice the old content.
Honourable Mentions:
Dungeon Siege: Legends of Aranna
Deep & Good
Civilization 4 - Beyond the Sword
![Beyond the Sword Box Art](http://image.gamespotcdn.com/gamespot/images/2003/all/boxshots2/938800_85968.jpg)
While some new leaders and civilizations are added, the meat of this expansion is its new mechanics - Early diplomacy options, espionage and a new space race structure (Granted, with the many layers already present in Civ 4, one could argue that these things are adding breadth). These mechanics had to be added carefully to ensure they didn't completely throw off the original flow of the game and Fireaxis did a great job of doing just that. This gave the more conniving and not so aggressive players a new way to play the game.
Honourable Mentions:
Black and White - Creature Isle
Deep & Bad
Age of Mythology - The Titans
![Titans Box Art](http://image.gamespotcdn.com/gamespot/images/2003/all/boxshots1/914617.jpg)
The new units and race were okay, but the highlight of the expansion is what also ruined the game, the Titans. The original game included multiple distinct victory types including defensive and offensive options. However, with the introduction of the Titan, the game became a race to gather the resources, build the summoning building and finally construct one of these behemoths to either destroy your opponent or at least duke it out with hers. If a player decided not to strive for a Titan, they would be stacking the odds against themselves. Unfortunately this process wasn't nearly as entertaining as the original plethora of options.
Honourable Mentions:
Sims 2 - Nightlife
Battlefield 2 - Special Forces
I was also going to discuss other expansion ideas including attrition (The Sims), ideal MMO expansions and stand alones, but I'm too lazy so those will have to wait for another blog.
Have a different way to group expansion packs (opposed to breadth vs. depth)?
Have an example of good/bad breadth/depth?
Something else to say regarding expansion packs?
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