During the initial design process for ''
Bard's Tale III: Thief of Fate, one of the designers came up with a list of enhancements and improvements for the game. With the possibility that Interplay would soon be parting ways with Electronic Arts, it was decided to save these for a future game and stick closer to the original engine, though the auto-mapping feature did make it into Bard's Tale III''. These design improvements came in this next game,
Dragon Wars. In essence, the game was a fusion of ''
Bard's Tale and design philosophy pioneered in Wasteland''. Until a month before release, the game was developed as ''Bard's Tale IV
, The designers all felt it was a better game than Bard's Tale III
, and indeed, better than any of the Bard's Tale
series, but without the tie-in to the old title and without Electronic Arts''' marketing muscle, the game did not fare as well. To defend against pirated copies of the game,
Dragon Wars included a collection of numbered paragraphs within their manual. Players would receive an in-game message (i.e. "Read paragraph 23"), and have to refer back to the printed material. The game is very difficult to play without references to the paragraphs, and many parts become meaningless. This form of security was widely used at the time. A sequel,
Dragon Wars 2, was in the concept stage of development around the mid-1990s but was cancelled because of the original's tepid sales figures and RPGs being out of style at the time. ==Reception==