The issue with a lot of procedurally-generated content is that overall things become same-y. Lots of breadth, little depth. When you have a set number of variable sliders, you don't have to see all the possible worlds to get a sense of how many sliders there are and what their ranges are. The problem only gets worse when moving away from planet/landscape generation (dumb matter) and getting into simulations of histor…
A grammar that generates every possible squence of symbols is boring. What makes it interesting is contraints, that only some subset of all possibilities is generatable. Even the Chomsky hierarchy relates to characterists of the subset defined.
So, you don't need more elements, but more constraints. e.g. a novel is a sequence of a small number of symbols...
This would make each section of a game have a certain style or character. For gameplay elements, figuring out the constraint could be part of the puzzle.
Generating interesting constraints then would be the difficulty...