For an example: Let's take a generic platformer with ten levels: Three ice levels, three rock levels and three fire levels and a final level that contains both ice, fire and rocks.
The content seems to feel the most repetitive and recycled when the levels seem to be presented semi-randomly (when there's no story or other context). For an example:
Fire → Ice → Rock → Ice → Ice → Fire → Rock → Fire → Rock → Final
It feels less so when there seems to be a pattern. For an example:
Rock → Fire → Ice → Rock → Fire → Ice → Rock → Fire → Ice → Final
Even less repetitive when the levels are divided into 3 chapters + a final chapter
Ice → Ice → Ice → Rock → Rock →Rock → Fire → Fire → Fire → Final
But check this out:
Sometimes things that feel like recycled can feel like a bonus when being optional. For an example:
Ice → Ice (unlocks an extra ice level) → Rock → Rock (unlocks an extra rock level) → Fire → Fire (unlocks an extra fire level) → Final.
Or even so:
Ice → Rock → Fire → Credits: Hard mode unlocked. Ice → Rock → Fire → Credits: Harder mode unlocked: Ice → Rock → Fire → Secret bonus level unlocked. Final.
So what games do you think would have been improved by shuffling the order of the content presented to the player or making some mandatory content optional?