There are several things in a game system that influence party size:
Speed of Resolution - the longer it takes to resolve individual actions, the fewer players you want to have.
Number of Roles Needed and Number of Roles a single character can fill - These two go together, as they combine to determine the minimum number of players for the game system (without the GM working extra hard to tailor the game to the particular roles the characters choose, of course). Basically, if the system strongly encourages a certain number of roles (like D&D which encourages the Fighter, Magic-User, Cleric, Thief), you need enough players to fill those roles. If one player can fill multiple roles (via multiclassing or the like), this can reduce the number of players you need to play the game.
Teamwork Orientation - Games that encourage teamwork (i.e. mechanically rewards multiple characters working together through synergistic abilities, powers that are stronger with more targets, buffing abilities, etc.) encourage more players. Game systems that prevent teamwork (i.e. no mechanics for aiding, buffing abilities only affect the character, etc).
Speed of Resolution - the longer it takes to resolve individual actions, the fewer players you want to have.
Number of Roles Needed and Number of Roles a single character can fill - These two go together, as they combine to determine the minimum number of players for the game system (without the GM working extra hard to tailor the game to the particular roles the characters choose, of course). Basically, if the system strongly encourages a certain number of roles (like D&D which encourages the Fighter, Magic-User, Cleric, Thief), you need enough players to fill those roles. If one player can fill multiple roles (via multiclassing or the like), this can reduce the number of players you need to play the game.
Teamwork Orientation - Games that encourage teamwork (i.e. mechanically rewards multiple characters working together through synergistic abilities, powers that are stronger with more targets, buffing abilities, etc.) encourage more players. Game systems that prevent teamwork (i.e. no mechanics for aiding, buffing abilities only affect the character, etc).