Baldur's Gate II to Daniel Walker, who died in 1999 and was the company's second employee. Though a success, both commercially and critically, Baldur's Gate was the first role-playing game designed by BioWare, and they applied what they learned in the process to Baldur's Gate II. They also felt they did not have enough time to reach their design goals with the first game, due to developing both the content of the game and the Infinity Engine at the same time. In Baldur's Gate II, it was determined that the designers should be allowed "adequate time" so that the game might "reach its full potential". Throughout its development, BioWare focused "on ensuring that Baldur's Gate II is significantly better than Baldur's Gate in every way possible, and to make it appeal not only to fans of the original game but also to make it accessible to new fans who never played the original game". Development of Baldur's Gate II began in January 1999. 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. 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. Not many features had to be cut, and they kept as many as they could. Because of the engine's mature state of development, most features were fairly easy to add. 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". Producer Ben Smedstad said that "the engine was up and running since day one, which is a huge morale booster. When a monster is complete, we put it into the 'override' directory and it appears in the game! This is a huge change from working on the original". Late in the project, deathmatch was removed, while non-pausing dialogue, which proved "the most problematic feature", was removed early on before being reintroduced in early 2000. Baldur's Gate II reused the Infinity Engine, which had powered Baldur's Gate, but