You ever notice something about the Breath of Fire games? Ryu kind of hogs the limelight in the final battles. Its like, you level up all these people, feed them potions, lug their stuff around, and then: "ok everyone, I'm going to transform into a dragon and take care of this one." They go "hey, at least we'll be in the credits!"
In the first one its all Ryu, he transforms, everyone else disappears, and that is the criteria for the true final boss and the best ending.
Here Ryu is temporarily transforming to deliver the big points attack as a dragon, and everyone else, all gussied up, is just feeding him wisdom fruits and candy like they're his assistants.
Here Ryu does not transform, he's got this Super Saiya-jin thing going on and while the team is still giving him support, at least he isn't phasing them out to deliver his home runs. Notice there is one less party member.
Seems like incremental democratization is going on over the course of this series.
This all makes me thing about auteur theory and how it may or may not apply to game development.
I remember when Greg wrote his Scratchware Manifesto his description of three person teams made me think of Starcraft, Rock, Paper, Scissors and Chrono Trigger's three-person party. That's my best guess as to the idea way to make games. Doesn't have to be three people, could be four or five, or two, or one, but I like the number three in particular. I think that's the answer. And sure, if someone can turn into a Dragon then they should be encouraged to do that with no ego friction.
What do you think? Continue reading

