How many people were responsible for developing the game, and could you comment if there were things you wished to do with the story that were technically impractical?
How many people: Well, two individuals (Tobias Schachte & me), and five contractor companies: Mimetic Lights, Dynamedion, The Lightworks, Virgin Lands and metricminds. (Cheers from Hot WHQ, guys!)
MOS is (among other things) the biggest planning and management job Tobias and I have ever done.
About the story and its technical limitations:
Well, there's nothing specific we left out due to tech constraints, because the game was designed to fit with our technology. I immediately skipped all stuff that seemed unrealistic to do.
Crowd scenes, e.g., are a problem, because it means a huge load of work in many aspects. I had planned for a lot more going on on New York's streets, which would have helped to visually establish an urban feel.
Also, we're not always as close to the characters as we wanted to be. Camera work could have been much more, and there's a lot of other stuff that we're working on right now.