Earlier quoted context omitted.
One of the reasons games do this is the data is compressed, so a "patch" might be indistinguishable from a real update. Also, as a dev, you have no idea what version your users are updating _from_. You either need to generate some number of patches for every version you could be updating from, and figure out if you should just download the whole thing again in any of those cases anyway.
> One of the reasons games do this is the data is compressed, so a "patch" might be indistinguishable from a real update. Does this happen with more advanced compression algorithms? I've rsynced zip files of different versions of internal software and the diff was always much, much smaller than the entire package.
Heresay, but from what I've heard modern games may ship multiple copies of some assets with different levels or features so they can be loaded as a sequential read off the disk. While a block-oriented compression algorithm might sync up more reliably, if you're packing 200MB of assets for a level and they're all compressed to take advantage of the fact they'll be read sequentially could mean a change 25MB in would still ship ~175MB of changes.