Earlier quoted context omitted.
> So if you slay too many Gorgs soon there would be none left. Leave them alone and they'll eat all the Fraggles. Players would form culling expeditions every week. [...] I think the venerable Ultima Online had a few features like that, or was supposed to, not completely sure. Ultima Online tried to have such an ecology, but the players didn't react to it as described despite the game designers giving players minimal…
>because the players were human It's a very compelling story, but that wasn't actually the case. The real reason was the flawed design. People just had to kill everything for the materials because of the way equipment was implemented.
"The problem is obvious. The animals were too easy to kill. Imagine trying to chase down a real rabbit or deer with a sword. You will never catch either one and if by some chance you corner them the deer would actually stand a chance of beating you."