Another thing created by a small team of people who each went on to be auteur creators in their own right:
Monkey Island. Ron Gilbert, Tim Schafer, Dave Grossman. Gilbert quit midway through the series to start Humongous Entertainment and make kids' edutainment games like
Freddy Fish and
Backyard Sports that are still beloved to this day, but he hasn't done anything of note lately at all. Schafer was the head of LucasArts' adventure game division until it got axed, and then made a succession of still-quirky but less and less interesting games but still retains a decent fanbase. So basically he's the American Suda51. And Grossman worked at Humongous for a while before founding Telltale, the last bastion of point-and-click-'em-ups until he got bored with that and switched to making glorified visual novels.
None of them really fell from grace, but they haven't done anything nearly as significant as what they'd come up with when they were working together. And it's clear that the camaraderie between them accounted for a good part of what made
Monkey Island work: It was originally going to be a serious game, but they enjoyed the silly jokes they made during development so much that they decided to make them part of the finished product, and the rest is history.
Wan Shi Tong said:
A lot of games that are fun to play were designed by people who had fun while making the games. Neversoft with Guitar Hero for example said that they could barely get their work done because they would "test" their games for too long. In your review for Daikatana it was obvious John Romero was too busy trying to impress people to be fun. Similarly, we have the corporate committee designed games that suck all the interesting qualities out of their products so they can "reach a broader audience", without giving a second thought to whether their changes are fun or not.
I really don't think a game's future hinges on a single man's artistic vision or a committee's design, all that matters is that they (whoever they, or she/he is) keeps fun as the games central tenant.
This is probably also a good part of why Valve works so well despite being probably about the same size as other AAA dev teams
and having no oversight to boot, which you'd think would lead to even more design-by-committee problems than most teams suffer from. They make the games they enjoy playing, and while that means we have to wait forever for them to get tired of playing video games all day and actually finish making them, at least it means they've been stress-tested not only for balance and stability, but for long-term enjoyability.