The Iconic Game at 20 – The Plastic Guitar That United Generations Between Music Fans
It has been two decades after the legendary game hit the market in North America, providing players everywhere the opportunity to feel like a rock star. Not literally, though you'd be hard-pressed convincing anyone who's nailed the epic four-minute guitar solo in front of a packed living-room audience.
Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes scrolling down the screen synchronized to a song. Each riff corresponded to specific notes, creating the feel of a genuine live show.
The studio had already experimented in the music genre prior to teaming up with the publisher, which was purchased by the gaming giant during the mid-2000s. Together, they established the groundwork for a surprising billion-dollar series which made a significant influence on numerous musicians featured, introducing decades-old groups to millions of younger players.
A former executive, former COO of Harmonix, recalls the initial budgetary hurdles in securing the songs – even though initial releases mostly used rerecorded tracks.
“We rerecorded all the music since the cost prohibitive,” he says. “Despite having the necessary permissions alone, it was nearly impossible. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. However, when the game became a hit, album purchases and radio play increased, all artists desired to be in.”
He continues: “Among the amazing things was the number of parents reached out and thanked us for exposing their children to the songs they loved. It became an intergenerational thing.”
Classic Rock Gains a New Audience
Irish blues-rock band the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought older hits back into vogue: “Guitar Hero provided a bigger, new demographic. Typically this had been considered outdated material, however once it got featured on the title and teenagers were finding it, abruptly it became trendy. That legitimised it, eliminating the ‘dad rock’ label. It gave all our music renewed popularity.”
At that time, the band's debut album remained unreleased in the US, so the game was a key medium of discovery for the group during their a North American tour opening for the rock giants. “The roadies had on the song during travel, and some of them recognized us thanks to the game,” he notes.
Rock’s Heavyweight Titles and Lasting Impact
Music's heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around each band’s catalogue and related lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the group greater revenue compared to their studio albums. It moved well over half a million copies in its first week, while demand for Aerosmith’s music rose of up to 40% at a time as the industry was already collapsing.
Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Recently, an online personality achieved a remarkable feat featuring the challenging track – an infamously tough power-metal song made popular by the game – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of customisation options. The song is difficult enough on the hardest setting, let alone played at double speed and without missing every one of its near 4,000 notes. They stated requiring nine months of practice.
“Guitar Hero offers a, fantasy thing. Just as with other games, that doesn’t mean you ought to pick up actual weapons and go to war,” notes DragonForce guitarist the artist.
DragonForce previously wrapped up a successful tour before Through the Fire and Flames appeared in the third game, yet he explains it made them widely recognized. “I remember our distributors calling to tell me that we were selling albums like crazy,” he shares. “It exploded when we next toured, and we performed just before top acts at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it threatened to eclipsing all other accomplishments. Recently, the song featured in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” Li says. “If you only listen to one DragonForce song, that's fine – each person has a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
The Lasting Legacy of a Plastic Guitar
The best marketing, whether it’s for automobiles, clothes or games, goes further than selling something – it inspires a desire. Did Guitar Hero harness this? “Precisely what we were trying to create,” Dornbrook says. “That thrill of performing as a music icon on the stage. Since the beginning, the creators believed humans have a natural urge to make music, and their goal was to leverage innovation to enable everyone to do it”.
The majority installments were released over a mere five-year period between 2005 and 2010, including spin-offs such as DJ Hero, including a turntable controller, and Band Hero. After that, corporate focus on peripherals died down, except for a brief comeback several years later.
Titles such as Clone Hero and Fortnite Festival have maintained the scene active, and there’s set to be a new product from the founders on the way. Recently formed developers has entered production on its debut music game. The initial creators are both involved as special advisers. Is the world prepared to welcome another game in the spirit of the classic?
“We thought those games might become similar to sports games allowing annual update every year,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been optimistic. There’s no reason why it can’t continue with new generations.”