I always find it interesting that procedurally generated games like Spelunky and The Binding of Isaac only embrace procedural generation to a certain extent. They stitch the levels together in a procedural way and in some cases the items and things are random. But, crucially, the hundreds of rooms (or tiles) aren't random, but instead lovingly handcrafted. It's funny when I see a unique room repeat after a hundred hours (like the Isaac room that has a bunch of keys in a key shape). Maybe that's one way to solve these mimetic issues and is similar to the suggestion by Kate Compton given in the article.