um, lets not start a fight here
glowing objects are pretty cheap, they don’t have to be bringt as the sun or cast shadows, they can be beautiful without being so graphically intense
they don’t need to have a distinct purpouse or a special meaning, fireflies provoke the feeling of a cozy and mysterious forest or lake or whatnot, a meaning of a animal being ‘expectable’ is, yes, boring, but at the same time, it is a necessity, a person in need of a particular animal, should be able to find said animal where they expect to see them, and some may not go to an extent to go
"hm, bears live in swamps, how interesting"
and just go
"OMG, Bears living in swamps? GOD, thees Devs put no effort in research!!!"
and there’s the problem of population, by logic, most animals have a variant of them living in a more distant and different environment, but to accomodate for that is to make every animal that lives in a type of environment in every variation of that place, but that’s too many, having a specialized location for a animal is good to keep the player organized because they don’t have to remember all the variations of habitat, and there’d be way too many animals living in the area
it’s like how you can’t accommodate for every species of animal in the amazon, because there’s way too many, it’s important to make sure you have the minimum amount of pieces to convey the environment, because you cannot make a carbon-copy of a place, you make a caricature of it, and you make extra if you have the time and resources to do so, because such small things are much less impactful compared to others
fireFlies are a great example because they convey coziness, mystery, and fantasy, and they aren’t even real mobs, you can’t even click them, but they convey a story, and that’s what matters
animals that are out of the ordinary biome are exiting and informative, but too much information is a burden, and confusion is something to avoid, you make a caricature, a story and a feeling, not an entire world