Could you expand on the (1) player-significant (2) emergent effects in Minecraft and in Elite?
One review damned NMS for lack of player-significant effects, but appreciated the prettiness of some of the results.
There's a property I enjoy, of a kind of global dependence (though mediated locally), instead of isolated randomness. e.g. instead of trees appearing randomly, they are dependent on rain, sunlight, latitude, altitude, soil coarseness and nutrients. And they are dependent on other trees.
This is surely includes under "emergent", but that term seems unnecessarily broad to me.
Rainfall in turn depends on local and wider topography (mountains, evaporation water sources), and wind patterns... which in turn depend on local topography and latitude etc.
Even a river's path is affected by its watershed (and rainfull etc), and all the preceding terrain, especially steepness (higher velocity carries more sediment, which abrasively erodes even faster) and soil finer-grained erodes more than coarser). River change course from time to time due to erosion.
It seems iteration is the only way to capture these dependent effects, but its computationally very expensive. NMS already has very long planet-generation times ("travelling"), so it's probably not feasible for that style of game.
Earth is a computer after all.