Re: "more major" minor characters?
#2 by hanako - Aug 1 2015
It's not about the engine, it's about the plot. It's not possible to do meaningful development with all of these completely random characters, or even minor developments that would make any sense. It's a combinatorial explosion problem.
The gossip lines are handled from a big database of character types. So if there was a girl named 'Andrea' in the first semester, and she was part of a Vandalism case, and it was an Arson case, and she was the girl who was
not the arsonist, and you
failed to stop the arsonist... then it pulls out the line of dialog I've pre-written for that situation.
As you can probably imagine, that's a heck of a lot of different lines I've had to write just for this one case.
Imagine that there are fifty possible character types (which is not the right number, I'm just making that up). To do a single act-2 case in which a single person from act-1 shows up and says something, there would have to be fifty variations of everything. To do an act-2 case in which two different characters from act-1 have different interactions with each other based on their character types, that would be 50x50 variations... THOUSANDS of variations. For a SINGLE CASE.
Now yes there are ways you can fake that a bit, especially depending on how generic you make all the interactions. Or instead of having all characters recur, there could be only certain special plotline cases that link in multiple acts. But overall, it's just not worthwhile in terms of how much effort would go in for how much content would come out the other end, and the game design calls for almost-completely-disconnected cases in order to manage the difficulty level evenly throughout.
I hope that made sense, I'm not completely sure I'm answering the same question that you're asking.