Using this as inspiration, here's an example.
I am a story writer, a world builder. That's something I do every single day as a hobby. But, I don't have complete freedom in my projects, because I'm doing this alongside other people who have their own ideas. So, what do I do when I have an idea but it won't fit because somebody doesn't like it or it doesn't fit the overall story?
I go through hoops. I find loopholes. And usually, the end result is even better than my initial idea or if I just scrapped it entirely.
It's the same principle. While having modular exhibits is awesome, that's not to say that we can't do cool stuff with what we already have. And I see comments quite often where people say things that these boxes block out every aspect of building and creativity. I'm just saying that these comments are exaggerating a bit; you can do many things with what's been given, but that's not to say that more wouldn't be appreciated
This is in fact a really bad example that has nothing to do with the WEs or general exhibit problems.
Yes i agree that limitations can indeed help with creativity but you can do that in planet zoo.
For a simple example limiting yourself to a specific building style for a themed area can do wonders.
The exhibit and WEs meanwhile are not a soft limit to increase creativity but a hard restriction on whats possible and not only that but what they restrict is literally the thing they were made for, indoor building.
Ofcourse exhibits dont need to be indoors but sloths, bats and butterfly in zoos are typically housed inside.
So whats the problem with the exhibits indoors?
1. They are to large, activly restricting shape and especally size of the building.
Im honest i dont care about the inside of the exhibit but i do very much care about them sticking out of my building. 4 Meter is a disgusting height for any smaller building so if you want to do the very common thing of adding an exhibit to an indoor area the game demands you to have it atleast 4 meters tall with not even sinking it in the ground being an option. Funfact, such small indoor viewing areas are rarely taller then 3 meter and while yes you can make them 4 meter highs you shouldnt be forced as thats just plain ugly and unnessecarly large in most cases, so i tend to just not include them as the aesthetic of the building trumps having an exhibit inside.
2. The straight path of the WE does not allow for a fun path Layout. Straight paths are boring paths and in a smaller space you can make a more interesting and varried layout in the same space for a fullfilling and larger feeling inside while the straight path is just plain boring and a bad use of the space
One drasticly limits outdoors, the other indoor design, making building with the exhibits vs without them just an annoying piece of work for what?
Some butterflies or bats flying around, an extra ugly and clunky climbing frame for the sloth and tiny animals you wont see anyways.
Im honest, that payof is not worth it at all, which is imo the worst thing it can be.
The design of the mechanic does not Enhance creativity but just makes you not engage with it, making it dead content, which is a shame as we arnt talking about a small thing but a quarter of the games animals.
And im certanly not alone in this feeling as its a very common sentiment echoed across all platforms, so it really isnt a "me" problem or an issue with anyones creativity.
The implimentation of the exhibits is plain bad design and activly contradictory in its limits to how you want to use them, which makes a not small portion of the playerbase simply not bother with them and for something that has so much content thats simply not acceptable