[...] Is it so hard to release the novelty as a patch and save time and data (for those of us who are on metered connections!!)
Yes.
Well... sort of.
I mostly deal with RenPy games, which includes a [BUILD] function right there on the primary SDK window.
Since it builds a full version of the game... that is what a developer distributes.
More than that... most games will be distributed as
.rpa
archives (archive.rpa or scripts.rpa/images.rpa/sounds.rpa, etc). Those are single files and are not easily broken up into their constituent parts.
A developer could do things manually. They could avoid using a RenPy archive and create a separate ZIP file containing only the changes... but it's extra effort - effort which, in my opinion, is better spent doing other developer things.
In theory, developers could use tools which creates a patch file by comparing the old version with the new version and automatically dealing with all that. There are numerous software tools out there that already do it... and is how all the really large companies already do it. But... these developers aren't large companies... they use (or barely use) the tools they are given. Since this sort of "create differences list" type tools aren't readily available to them... they don't use them. Sure... someone could. But unless the use of such tools became commonplace, people will take the path of least resistance... distributing the ZIP file created by the RenPy launcher.
Keep in mind, you can't just distribute patch files... since there are going to be (hopefully) a lot of new users playing the game for the first time - even when you releasing version 0.95, etc. They aren't going to want to download 0.1, 0.2patch, 0.3patch, etc., etc. They want a simple download... then play.
Then there is the final factor... and the one I always upset people about when I say it... Users are stoopid. Not most of them... but you don't hear back from the sane/competent ones... instead you end up with the same inane questions and problems over and over again. So now, not only are you wasting valuable development time creating a patch file... you're now having to spend extra time hand holding the hard-of-thinking, who didn't read the installation instructions and can't understand why it works for everyone else except them. I say this as someone who regularly created ~50-70 MB patch files for what eventually became a 1.9 GB game. At first, I distributed both a "patch" and "full version" and did so for at least six months. Eventually though... I just gave up and distributed the whole 1.9 GB version alone. I came to the opinion that anyone who wanted a smaller download, could just down the "compressed" versions instead. Again... a tried and trusted tool which is already in common use.
Ultimately though... it's about what is easiest to do...
Build game -> distribute game.
-or-
Build game -> extract updates -> build patch version -> distribute full game -> distribute patch -> spend time hand holding stoopid users.
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