Many that aren't ED?
ED lauds itself for its procedural mechanics, but the only aspects of the game that are remotely procedural are:
- The galaxy
- The (NPC[1]) factions, and to a degree, the BGS; and
- The mechanics which determine what activities are available, to an extent.
Essentially, it's the environment in which we exist. But in a game this vast, the activities must be procedural too, and in Elite's case, they simply aren't. You go do an assassination, that's it. You might get a chained mission, which is functionally just another mission. You explore, the ends of which are to make credits. You go get tissue samples of aliens and... make credits. You follow that tip-off after repeatedly taking missions and... get credits. I kinda don't need to iterate further on this.
Good procedural mechanics generate situational narrative well. Look carefully at it and you can see the stories repeat, but a small amount of complexity and diversity to your procedural algorithms can lead to vast, potentially endless stories to follow. This is where FD have missed the boat entirely.
It's why games like Hades are so wildly successful. There is a consistent, static plot arc to be followed. Fine. But the activity(ies) are procedural. When you get a boon from a god, they'll reference Gods you previously got boons from. The gods you get boons from will have impact on the activities you get further down the line and the way you make choices. People talk about what killed you last, and react to your previous activities.
FD could've done this with Tier 2 NPCs, as the faction contacts for missions. Just did a good trade on an Imperial market? Next time you talk to an Imperial POC, they offer you a lucrative trade contract. Ran a High CZ in support of the Federation? Next Imperial agent you see demands reparations in the form of a donation.
Been out Thargoid hunting? Next agent you talk to enquires about getting a tissue sample. Along the way to get it, you receive a message. They have a counter-offer to return a bomb disguised as a tissue sample for a very lucrative figure. Doing so makes you instantly hostile to the target faction and accrue a 50m credit bounty. Or you reveal the plot to your POC, who rewards you with a rank increase and a counter-mission to attack those who gave you the bomb, who are now hostile to you for not following through. On completion, a nearby common-superpower has an offer for you for further, well incentivised activity, if you're interested.
All these sorts of things could be hooked together off some reasonable templates to create diverse, lengthy story chains which can have radical impact to how you play the game, without taking away from your extant activity, unless you choose to follow-through. It can all be client-side driven and incentivised in a way that makes that a good path to choose. Instead, it's one or two-step activities that are indistinguishable no matter who, where or how you do them.
The key to success with a game the size of Elite isn't to build content to match a galaxy the size of this; it's to have a system that can automatically generate incentivised content that won't step on the toes of your main plot arcs. It doesn't need to be galaxy unique... it can be client-side procedural, and the rest of the galaxy doesn't
have to share the same experiences as you. Many games do this, and so should Elite, but it doesn't.
I don't need to be the hero who saved ALD from Darkwater, but I would like to be the person who worked with General Ani Leonard who rescued a political prisoner during an election, only to find out there was going to be a raid against a trade convoy in order to weaken their election candidacy, and subsequently chased down the pirate lead who had a substantial bounty on their head. Procedural generation of activities can do that.
tl;dr Procedural creative narrative should not be distinct from game mechanics/activities.
[1] As opposed to PMFs, which are hand-generated, but not really relevant here.