I seriously cannot understand how monster hunter games are still the only games with a coherent ecology for their over worlds. From a developer standpoint, they shouldn’t be hard to implement—at least on a highly superficial level. Just separate neutral mobs from hostile mobs based off a zone so players have a choose between venturing off into places with dangerous territory vs venturing to hunting grounds. Ffs, we already have level bands and levelled areas, how hard is something like this to implement? I’m not even going deep on this like with realistic day/night cycles or mob migration. This is purely the superficial stuff.
Worldbuilders often consider this stuff, weather or not they get it right.