Once coded, the team's game systems did not work as intended.[41] The early tests of the conversation system and user interface were flawed.[42] The team also found augmentations and skills to be less interesting than they had seemed in the design document.[41] In response, Harvey Smith substantially revised the augmentations and skills.[46] Production milestones served as wake-up calls for the game's direction. A May 1998 milestone that called for a functional demo revealed that the size of the game's maps caused frame rate issues, which was one of the first signs that maps needed to be cut.[47] A year later, the team reached a milestone for finished game systems, which led to better estimates for their future mission work and the reduction of the 500-page design document to 270 pages.[47] Spector recalled Smith's mantra on this point: "less is more". [50]