Elite is really primitive compared to today's games, but it had a huge galaxy to explore (even if all the systems were essentially the same 1-star-and-planet), then eventually you find out there are 8 such galaxies. It was fun to find good trade routes between the worlds, risk going to a slightly more lawless planet to beef up your credits or ranking. The emergence here would be the fact that the economic type of a planet was dependent on its seed value, and together with other nearby generated planets created "trade routes". These routes were not coded into the game, they emerge as a property of the way the procedural generation works out.
I think the problem with making so much procedural is that it misses the point that the game should be fun to play. What's the game-play difference in having random trees or dependent on sunlight and rain? In the end, they are just a bunch of trees :-P