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I mostly want to figure out how much energy I would have to put into this to have any real impact, even on just you. So I'll try the low effort version first. Forgive me if you feel this isn't sufficient reasoning or proof, but as you know, I'm disincentivized from continuing since one still easily gets responses like:
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(I know it's pointless to bring this up, but this number if it were EXACTLY correct would mean that Ashes contained
more Arachnophobes than Tanks
)
So, back to Kilion. Again, note that this is the low effort that I 'expect Intrepid already knows'.
The process by which fear of dogs is triggered is much more auditory than visual. They absolutely can do something for people with fear of dogs, many games just do it and don't say anything. The specific sounds one has the dogs make, and the timing of the sounds, contributes much more than the appearance of the canids, for a much larger number of people.
This is very similar to the fact that the process which triggers the fear of spiders is often related to the movements of their legs, and by simply removing the legs, the problem is resolved for many players. Hence the 'blob' approach or the various hilarious ones. It's technically the same 'tier' of solution.
The process by which fear of snakes is triggered is more complicated, but it is generally 'sufficiently less visual' that the percentage of people for whom you have to do something about the reptile
visually
is much much smaller. And many games still simply don't add them, or it's clear from the beginning because the game will obviously contain quite a few of them based on its genre.
Others reserve snakes for boss mobs, often optional ones, make 'Lamia' type mobs for the same effect (I have no data on how this affect Herpetophobia sufferers, actually, but I know it's related) or just utilize them differently in their design spaces. A counter-example (where it is done in what might be a bad way) would be the Moonlight Desert in TL, where there are constantly snakes wriggling literally out of the sand randomly as you move around, and the area is difficult to traverse while avoiding them.