Is it possible that guest animations could be done in a procedural way? For instance, each time a guest animates to sit down, the animation varies just a bit, perhaps in the speed that the person sits down, the arm movement, Etc. This way, you will not constantly see the same animations over and over, but instead, see brand new animations formed from certain variations.
https://en.wikipedia.org/wiki/Procedural_animation
Great question, procedural systems have some great uses and while it can add some nice variation to the in-game animation they're not appropriate for all games. These systems are computationally very expensive and wouldn't run nicely across thousands of agents in the crowd. We also need to maintain an element of accuracy and control over all of our guests so that we can rely on guests lining up precise points, like the handles on seats, without causing intersection.
Don't worry about the game lacking in variation though, we've already got 40 minutes worth of crowd animations authored and we're still going strong!