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Guitar Hero Celebrates 20 Years – The Plastic Guitar That United the Gap Among Rock Fans

It has been 20 years after Guitar Hero first launched across the Atlantic, giving everyday gamers the tools to become a rock star. Not literally, though you'd be hard-pressed telling that anyone who has nailed Free Bird’s four-minute guitar solo before an enthusiastic crowd of friends.

Developed by the developers, Guitar Hero gave players a guitar-shaped controller to follow coloured notes scrolling down the display synchronized to a song. Each riff corresponded to particular chords, producing the feel of an authentic live show.

Harmonix had already tried its hand in the music genre before partnering with the publisher, which was purchased by Activision in 2006. Collaboratively, they established the foundations for an unlikely billion-dollar series that had a significant impact for many of the artists included, introducing decades-old bands to millions of gaming enthusiasts.

A former executive, ex-chief operating officer from the developer, remembers the initial financial challenges in securing the recordings – despite the fact the first two games mostly used rerecorded tracks.

“We reproduced every song since the dollar figure was so high,” he says. “Despite having the necessary permissions by themselves, it was extremely difficult. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. However, when the game took off, album purchases airtime were going up, all artists desired to be in.”

He adds: “Among the amazing things was the number of mothers and fathers reached out expressing gratitude for introducing their children to the music they loved. It became a multigenerational phenomenon.”

Timeless Music Finds Younger Fans

Irish blues-rock band the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series revived older hits to the forefront: “Guitar Hero offered a bigger, new demographic. Typically such music was considered music that was past it, however once it got included in the game and teenagers were finding it, suddenly it was cool. That legitimised the genre, and got rid of the outdated tag. It gave all our music renewed popularity.”

At that time, the band's first record was still not available stateside, so the game was a key medium of discovery for the band during their US tour opening for the rock giants. “The roadies had on Never Too Late on the tour bus, and several knew us thanks to the game,” he notes.

Rock’s Heavyweight Spin-offs Enduring Impact

Music's biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around each band’s catalogue and related lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the group more money compared to their studio albums. It moved more than 500,000 copies in its first week, and demand for their songs saw an increase significantly at a time as the industry faced decline.

The series still motivates quick-handed dedication among its fans. Recently, a streamer completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult anthem popularized through the game – using a fan-made version, a freeware game with similar mechanics and extensive customisation options. This track is difficult even in the hardest setting, not to mention played at increased tempo and without missing every one of its near 4,000 notes. The streamer claimed it took months of practice of practice.

“The game is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to pick up a real gun and go to war,” says musician Herman Li.

DragonForce previously wrapped up a successful tour when their hit appeared on Guitar Hero III, but Li says it made them a household name. “I remember the record label calling to tell me that our selling albums rapidly,” he shares. “Popularity surged when we next toured, and we were playing just before the headliners at the event.”

In fact, DragonForce’s exposure from Guitar Hero proved so vast that it has threatened to eclipsing all other accomplishments. Last year, the song featured in promotional material for Despicable Me 4. “Previously I felt differently, but now I accept it,” Li says. “If you only listen to one DragonForce song, that's fine – each person has their own path in music and I’m glad we played a role of people’s lives”.

Enduring Impact of a Iconic Controller

The best promotion, whether it’s for automobiles, apparel or video games, extends beyond mere transactions – it evokes a longing. Was the game able to tap into that? “Precisely what we were trying to create,” Dornbrook says. “That thrill of being a music icon on the stage. From day one, the co-founders believed humans have a natural urge to make music, and they wanted to leverage innovation to enable everyone to participate”.

Most installments were released in just a half-decade between 2005 and 2010, featuring derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals waned, except for a short-lived revival in 2015.

Games such as the fan project and Fortnite Festival have maintained the scene alive, and there’s set to be something from the founders in development. A new studio has entered production on their first music game. The initial creators are participating as special advisers. Are gamers ready to embrace another game following the classic?

“Our team believed those games could be like Madden where you can update every year,” Dornbrook says. “With abundant new music that it could be evergreen, so I’ve always been hopeful. It's entirely possible for it to continue for future fans.”

TP
About the author

Thomas Phillips

A seasoned business strategist with over 15 years of experience in digital transformation and market expansion.

United Pro UK

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