For games, they have one to two textures because they unwrap their meshes and texture each surface with the same texture, just a different part of this. You've probably seen this before where the texture looks like it's been pulled apart--AKA a "skin". It's a common technique.
For high quality models, this is also a good way to have seamless texturing. I've never utilized that myself however... instead I use separate files because they're easier to keep track of. One for diffuse, one for bump, one for specular, etc. That makes 2 or 3 textures per surface. One of my models has 33 textures alone for bump and diffuse (that's not including the textures I created for the cockpit). So as you see, the number can get quite high.
For your purposes, if you're texturing for a game you probably only need one or two 512x512 or 256x256 textures for a game model.