title: How to design a game in Unity3D which is viable for patching?
body: <p>I was designing my open world RPG's architecture (I am creating it for fun, I don't intend it to be a hit game :D ), and had to stop it, because I ran into a serious wall.</p>
  
  <p>If a create a big open world game, then its size will be big.</p>
  
  <p>Let's imagine that my game has a launcher, which automatically updates itself, when a new patch is found.</p>
  
  <p>Downloading the whole game again is not acceptable, because if there is a minor bugfix, who would download a whole game again, if there is only a minor change?</p>
  
  <p>So somehow I have to make an architecture which is patchable, so if there is an update, my launcher will only download changed files and not the whole client.</p>
  
  <p>When I build my game, 90 % (if not more) of the game data is in one Program Debug Database.</p>
  
  <p>And when I look at a game, for example World of Warcraft, its files are organized in compressed directories. And if there is a minor fix in one zone's particular place (like a tree is missing), they don't have to update the whole game, and not even the whole map, and not even the whole zone. </p>
  
  <p>Instead they only have to update the file, which determines that (for example) 20x20 meter area in the world where is the bug.</p>
  
  <p>So let's get practical with a simple example:</p>
  
  <p>I have one scene with a big terrain in it, and I have to fix a little part of it. </p>
  
  <p>How can I update my released client's buggy parts without downloading the whole client again?</p>
  
  <p>Thanks for your help in advance! :)</p>