Development of Baldur's Gate II began in January 1999.[73] From the suggestions of fans on message boards and newsgroups, reviews of Baldur's Gate, and internal suggestions, a list of constructive criticism was compiled; from this list, a slightly shorter one of features to be added to the game was made.[73] Some of the items on this list were: support for higher resolutions, such as 800 by 600 pixels and above; 3D support; non-pausing dialogue in multiplayer; drop off panels in the interface; character kits; dual-wielding of weapons; a streamlined journal and annotable map; deathmatch; and inclusion of famous AD&D monsters such as the dragon.[2] Not many features had to be cut, and they kept as many as they could.[11] Because of the engine's mature state of development, most features were fairly easy to add.[11] Co-Lead Designer James Ohlen wrote that having a completed engine meant they could direct their efforts towards producing content, instead of focusing on "basic functionality".[74] Producer Ben Smedstad said, "The engine was up and running since day one, which is a huge morale booster.