Guitar Hero Turns 20 – The Plastic Guitar That Connected Generations Between Rock Fans
Marking two decades since the legendary game hit the market across the Atlantic, giving everyday gamers the opportunity to become a rock star. Not literally, though you'd be hard-pressed telling that anyone who has nailed Free Bird’s lengthy instrumental break in front of a packed crowd of friends.
Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow coloured notes moving along the display in time with a song. Every sequence mimicked particular chords, producing the feel of an authentic performance.
Harmonix had already tried its hand with rhythm games prior to teaming up with the publisher, which was purchased by Activision in 2006. Together, they laid the foundations for a surprising massively profitable franchise which made a significant influence for many of the artists featured, introducing classic bands to millions of younger players.
A former executive, former COO from the developer, recalls the initial financial challenges of licensing the songs – despite the fact the first two games primarily featured cover versions.
“We rerecorded all the music since the cost was so high,” he explains. “Despite having the publishing rights alone, it proved extremely difficult. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when the game became a hit, and record sales and radio play increased, everyone wanted to participate.”
He adds: “Among the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for exposing their kids to the music they adored. It became an intergenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish blues-rock band one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls the way the game brought classic rock back into vogue: “Guitar Hero provided a bigger, younger audience. Typically such music was considered outdated material, but then once it got included in the title young people discovered it, suddenly it was cool. That legitimised it, eliminating the ‘dad rock’ tag. It provided our catalog a new life.”
In 2008, the band's debut album was still unreleased in the US, meaning Guitar Hero served as a primary platform for exposure for the band during their a North American tour opening for the rock giants. “The roadies had on the song on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Major Band Titles and Lasting Influence
Music's heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in specialized game editions centered around their music collections and associated lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money than any of their studio albums. It moved more than 500,000 units upon release, and sales of their songs rose of up to 40% at a time when the music business was already collapsing.
The series continues to inspire quick-handed fanaticism within the community. Recently, a streamer achieved an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay but an array of personalization features. The song is challenging enough on expert mode, not to mention played at double speed while hitting every one of its near 4,000 notes. They stated it took nine months of practice.
“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you should pick up a real gun and go to war,” notes DragonForce guitarist Herman Li.
The band had already wrapped up a profitable run when their hit was featured on Guitar Hero III, yet he explains it made them a household name. “I remember the record label informing us that our selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure via the game proved so vast that it threatened to overshadow everything else accomplishments. Last year, the song was used in a trailer for a major film. “In the past I thought otherwise, but now I accept it,” he admits. “If you only hear a single track, that's fine – each person has a unique musical journey and I'm pleased we played a role in fans' experiences”.
The Lasting Impact of a Iconic Controller
The best marketing, whether it’s for automobiles, clothes or games, extends beyond mere transactions – it evokes a desire. Was the game able to tap into that? “Precisely what our team aiming to achieve,” he confirms. “That thrill of being a music icon in the spotlight. Since the beginning, the creators believed humans have a natural human desire to create songs, and their goal was to leverage innovation to enable everyone to do it”.
Most installments came out over a mere half-decade between 2005 and 2010, including derivative titles such as the DJ version, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, aside from a short-lived revival several years later.
Titles such as the fan project and Fortnite Festival have kept the community active, and there’s set to be something from the founders on the way. Recently formed developers has begun work on its debut rhythm-based title. Original co-founders are participating as special advisers. Is the world prepared to welcome another game in the spirit of the classic?
“Our team believed those games could be similar to sports games allowing annual releases,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, thus I remain hopeful. There’s no reason for it to continue for future fans.”