Talk:List of Plantable Flora/@comment-66.169.162.54-20161013215136/@comment-212.181.159.170-20170623095525

It's about a fundamental principle in game design. Out brain likes to evaluate and optimize, which entails relative comparisons between different solutions towards some goal. Having a range of options, even if most of them are bad, basically makes some fundamental part of your brain engaged and happy.

Or to put it in more simple terms:

The bad options are there to give you a sense that the other options are good. Same reason it drops tons of "Crude sword" and "Cracked shield" in an RPG game like Diablo. No one *ever* uses that shit. It's not even worth picking up for selling. It's just there to lower the percieved item quality baseline so other stuff feels more valuable.