Time4Tea: Ok, but I still have trouble believing it can be fast enough to unpack these archives on the fly when launching a game, but so very time-consuming and memory-intensive to unpack/re-pack to apply a patch. To the extent that it makes more sense for the user to have to re-download 50+ GB of files.
Launching a game takes typically less than a minute. Downloading 50GB could take a typical user an hour or more (even with a decent connection). There is no way it would take a hour plus to unpack these game archives, apply a 500 MB patch, and then re-pack.
I simply don't buy that the status quo is the optimal solution, for the user. It's the optimal solution for lazy developers, who don't want to pull their finger out.
Game Engines handle the pack differently to your default packing programm.
Game Engines take some data from the packs and store them in the memory of your graphics card or in system memory.
Your unpacker unpacks and writes to the disk.
And the patcher unpacks to the disk. The packs may contain packs too, so this will have to be unpacked again, then the files are changed or reworked and then everything repacked and copied back.
A bit different....
As I said, there are some technical pros for using the big packs. But that is mostly on the side of the engine and how smooth the game will load or run.
Don't ask me more here, had a talk a long time ago about this with people who are more into this. I can remember it is good for the game itself.
It doesn't matter anyway, because the last game I saw with a lot of small files with everything in it was Hearts of Iron 2. And with some extensive Mods that one will take muuuuuuuuuuuuch longer to load.
Even something like Mechwarrior 5 (UE Engine) will take much longer to load with mods, because there is data not in the packs that has to be loaded too.
In the end, the creators of various game engines decided it is that way and devs have to deal with it. And the engine creators give a shit about your patching experience.
End of story.
The only point where devs got something to say is, will the patch have the whole pack (big patch, needs a lot of internet resource) or not (long and local resource intensive patching).
They can pick their poison. And well, yours...
And a little reminder, people got mad when Cyberpunk does need 100GB for patching, because Cyberpunk patches used the file patching and not pack patching.
For Kingdom Come 2, people getting mad about the size of the patches, because they use pack patching and not file patching.
Something that will not work is small patches, fast patching and very few if at all disk space needed and a fast working and loading high class engine in combination.