Dragon Wars
A Bard's Tale successor with imported characters and dragon combat.
Dragon Wars is a fantasy role-playing video game developed by Rebecca Heineman, published by Interplay Productions in 1989, and distributed by Activision. It was originally conceived as Bard's Tale IV but was renamed due to Electronic Arts holding the rights to that title. The game is notable for its fusion of design elements from The Bard's Tale series and Wasteland, and for its use of a manual-based copy protection system.
- platform
- MS-DOS, Amiga, Apple IIGS, Nintendo Family Computer
Quick Facts
- Title
- Dragon Wars
- Developer
- Interplay Productions / Kemco (NES)
- Publisher
- Activision
- Designer
- Rebecca Heineman
- Released
- NA · 1989 · EU · 1989 · JP · August 9, 1991
- Genre
- Role-playing
- Modes
- Single-player
- Platforms
- Amiga, Apple II, Apple IIGS, Commodore 64, MS-DOS, Famicom, NEC PC-98, X68000
Facts from the source article.
Lore & Background
To defend against piracy, Dragon Wars included numbered paragraphs in its manual; players had to read a specific paragraph when prompted in-game, making the game difficult to play without the manual. A sequel, Dragon Wars 2, was in concept development around the mid-1990s but was cancelled due to the original's tepid sales and RPGs being out of style at the time.
Reader's Guide
Dragon Wars holds significance as a transitional title in late-1980s computer role-playing games, bridging the Bard's Tale series with design innovations from Wasteland. Its development history—starting as Bard's Tale IV and being renamed—illustrates the shifting publisher relationships of the era. The game received strong critical reception, earning 5 out of 5 stars in Dragon #152 and a positive review from Scorpia in Computer Gaming World, who praised its tighter design, balanced combat, and careful plotline. Despite selling well, according to Heineman, the game faced two obstacles: being a blobber RPG and lacking the Bard's Tale name. It eventually broke even. The game was later included in Interplay's 10 Year Anthology Classic Collection in 1993. Its legacy is that of a well-crafted but commercially underperforming RPG that remains playable today via browser emulation at the Internet Archive.
Did You Know?
- Dragon Wars was originally conceived as Bard's Tale IV but was renamed because Electronic Arts held the rights to that title.
- The game's chief villain, Namtar, was derived from Sumerian legends of Gilgamesh.
- The game used a copy protection system requiring players to read numbered paragraphs from the manual when prompted in-game.
- A sequel, Dragon Wars 2, was in concept development in the mid-1990s but was cancelled due to tepid sales of the original.
Frequently Asked Questions
What is Dragon Wars?
Dragon Wars is a 1989 first-person party-based dungeon crawler created by Rebecca Heineman and published by Interplay Productions. It functions as a spiritual successor to The Bard's Tale series, carrying over familiar characters and centering its combat around dragon encounters.
Why wasn't it released as Bard's Tale IV?
The project was originally developed under the working title Bard's Tale IV, but Electronic Arts held the licensing rights to that name at the time. Interplay was forced to rebrand the finished product as Dragon Wars before shipping it in 1989.
What platforms is Dragon Wars available on?
The game shipped for MS-DOS, Amiga, Apple IIGS, and the Nintendo Family Computer. Activision handled distribution across all four systems.
How does Dragon Wars blend Bard's Tale and Wasteland design?
It pulls the first-person party exploration and turn-based combat framework from The Bard's Tale while weaving in narrative pacing and structural choices inspired by Wasteland. The result feels like a hybrid that sits between the two parent franchises rather than a straight sequel to either.
What kind of copy protection does Dragon Wars use?
Rather than a disk lock or hardware dongle, the game relied on a manual-based scheme in which players had to consult specific details from the physical instruction booklet to continue. It was an unusual anti-piracy approach for a mid-1980s PC title.
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