How three-person teams make the best RPGs
Every year the most memorable mobile RPGs I play come from teams you could fit around a kitchen table. Ashfall Wardens is the latest example, and it made me think about why that keeps happening.
Small teams can't win on scale, so they win on focus. When one person writes all the dialogue, characters actually sound like themselves. When one designer owns the combat, it stays coherent from tutorial to finale.
There's also a fearlessness to it. Big budgets breed caution — nobody wants to risk a branching story that half the players won't see. A tiny team just builds the thing they want to play.
If you only follow the charts, you'll miss these. My advice: sort by recent, ignore the download counts, and try the ones with weird cover art. That's where the good stuff hides.
