Original sentence: "We knew we were pushing the envelope with Thief," said lead designer Tim Stellmach."We took pains to make sure all the missions could be won without killing any humans," said Terri Brosius.As the game was designed from a first-person perspective, many people believed it to be a first-person shooter.During levels, the player can find notes and parchments, and overhear conversations that expand on the setting; because of this, it has been noted that the revelation of Thiefs setting is proportionately tied to the player's seeking of it.However, Thiefs graphics received a mixed reaction.The design of Thief focuses on stealth and evasion.The level were designed to suit the story, rather than the story designed to allow for previously-existing mission concepts.The team found inspiration in Rareware's hit first-person shooter GoldenEye 007; Thief'''s variable difficulty system, where the difficulty level alters the objectives of the mission, was lifted directly from Goldeneye
Edited sentence: "It is a game style that many observers were concerned might not appeal to players, and even those intimately involved with the game had doubts at times," said Leonard.Designer and voice actor Terri Brosius said, "We took pains to make sure all the missions could be won without killing any humans".During levels, the player can find notes and parchments, and overhear conversations that expand on the setting; because of this, it has been noted that the revelation of Thief'''s setting is proportionately tied to the player's seeking of it.However, Thief's graphics received a mixed reaction.The design of Thief focuses on stealth and evasion from a first-person perspective; this challenged the standard first-person shooter concept.The game's difficulty system, wherein each difficulty setting changes the objectives of the mission, was inspired by GoldenEye 007; Leonard noted that "it allowed the designers to create a very different experience at each level of difficulty, without changing the overall geometry and structure of a mission.The game's levels were designed to suit the story, rather than the story designed to allow for previously-existing mission concepts.The team extended the concept by decreasing the game's tolerance of human murder on higher settings.The team specifically wanted to "push the envelope" with the game's design.This gave the game a high degree of replayability at a minimum development cost"