Kind of an aside from your question, but binary patches not being much smaller than the full thing might happen more with modern games?
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.
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.