Procedural Generation
Content authored by algorithm rather than by hand: five mechanics that establish scale can be computed rather than stored, and that stories can be outputs.
Rogue's Procedurally Generated Levels are the root, and the claim is unusually clean: the dungeon is built at runtime, so nobody has played it, including the people who made it. Infinite content from finite rules, at a moment when storage was the binding constraint. Elite generalizes it four years later with a Seeded Procedural Universe — eight galaxies from a few bytes — and establishes the principle that scale can be computed rather than shipped.
Diablo commercializes the idea by pointing it at items instead of terrain. Procedural Loot Tables combine generated affixes with Colour-Coded Loot Rarity to produce the slot machine at the centre of the action-RPG, and by extension at the centre of Team Fortress 2's Randomized Loot Box a decade later. Generation stops being an answer to memory limits and becomes an answer to retention.
Two late entries push in the opposite direction, toward meaning rather than volume. Dwarf Fortress simulates centuries of Emergent Generated History before the player places a single tile, so that story arrives as a simulation output rather than as authored text. Minecraft's Infinite Chunked World generates ahead of the player forever and turns the seed itself into a social object — a world you can hand to a friend as a string.
Smallest family in the ontology, and the most disproportionate in influence: three of these five are parents to mechanics in other families, from Slay the Spire's run structure to No Man's Sky's planetary streaming to the loot box. Generation is rarely the thing a game is about, and frequently the thing that makes the thing possible.
The family, in order of arrival
Every mechanic in this family
Inherited from other families
Mechanics outside this family that parent something inside it — where the cross-pollination happens.