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…
Dwarf Fortress. Read about it. Play it. Marvel at it. http://www.bay12games.com There is nothing same-y about a game where you can't hit a bogeyman with a hammer because he's too fast, but you can kick his ass with cranberry leaves because they're lighter and let you hit faster. Or, how about the elephants roosting in trees? Or the vampirism that can take over a fortress? Of the possible were-versions of most creatur…
Yes, the elephants have taken to their emergent treenests, and that's beautiful. But that's a single bug (feature) that makes us say 'wow' once, after which we've seen it. The possibilities of were-spiders and were-alpacas and reanimated spleens and rains of dwarf blood are just more evidence of those sliders he mentioned. Urist likes tigermen for their stripes, and you can care about it, but Tosid likes cows for their mooing and Tovist prefers to consume purring maggot cheese and at a certain point we've seen it all.
That doesn't mean that Dwarf Fortress is flawed. It's easily the most involved story generator out there, and I'm really glad to live at a time when I get to read about it. But it's still not immune to the issues that the grandparent post raised.