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Guitar Hero at 20 – How a Plastic Axe Bridged Generations Among Rock Fans

Marking 20 years after the legendary game debuted in North America, providing everyday gamers the opportunity to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing anyone who has nailed the epic four-minute guitar solo before a packed crowd of friends.

Created by the developers, the game gave players a guitar-shaped controller to match on-screen cues scrolling down the display in time with the music. Each riff mimicked specific notes, producing the feel of an authentic live show.

Harmonix had already experimented in the music genre prior to teaming up with the publisher, later acquired by the gaming giant during the mid-2000s. Together, they laid the groundwork for an unlikely massively profitable series that had a significant impact for many musicians featured, showcasing classic groups to millions of gaming enthusiasts.

Michael Dornbrook, former COO from the developer, remembers the initial financial challenges of licensing the recordings – even though initial releases primarily featured cover versions.

“We reproduced all the music because the dollar figure was so high,” he says. “Despite having the necessary permissions by themselves, it proved extremely difficult. We failed to secure bands like the Who – the publisher had virtually no money, and our team was fairly certain the project would flop. However, when Guitar Hero took off, album purchases airtime increased, everyone wanted to participate.”

He continues: “Among the remarkable aspects was how many mothers and fathers got in touch and thanked us for exposing their children to the music they adored. It became a multigenerational phenomenon.”

Timeless Music Gains Younger Fans

Northern Irish blues-rock band the Answer had their track on the 2008 game the popular installment. Lead musician the artist recalls how the series revived older hits to the forefront: “The game offered a larger, new demographic. Generally this had been considered outdated material, however once it got included in the game young people were finding it, abruptly it was cool. That legitimised it, and got rid of the ‘dad rock’ tag. It provided all our music renewed popularity.”

At that time, the band's first record was still not available stateside, meaning the game served as a primary platform for exposure for the group as they went on US tour supporting AC/DC. “Their crew had on the song on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Titles Enduring Impact

Music's heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in specialized game editions that focused on each band’s catalogue and related lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money compared to their studio albums. It sold well over 500,000 copies in its first week, and demand for Aerosmith’s music saw an increase of up to 40% at a time when the music business faced decline.

The series continues to inspire quick-handed fanaticism within the community. Recently, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics but an array of personalization features. The song is challenging enough on expert mode, not to mention performed at increased tempo and without missing a single one of the thousands of cues. The streamer claimed requiring nine months of practice.

“Guitar Hero is a fun, fantasy thing. Just as with other games, it doesn't imply you should use actual weapons and enlist,” says DragonForce guitarist the artist.

The band previously wrapped up a successful tour when Through the Fire and Flames was featured in the third game, but Li says it made them a household name. “I recall our distributors calling to tell me that we were selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we performed right ahead of the headliners at the event.”

In fact, the band's visibility from Guitar Hero was so immense that it has threatened to eclipsing everything else the band has done. Last year, the track featured in promotional material for a major film. “Previously I thought differently, but now I accept it,” Li says. “If you only hear a single track, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we played a role in fans' experiences”.

The Lasting Legacy from the Plastic Guitar

The best marketing, be it for automobiles, clothes or video games, extends beyond than selling something – it evokes a longing. Did Guitar Hero harness this? “That’s exactly what we were aiming to achieve,” he confirms. “The excitement of being a music icon on the stage. From day one, the co-founders felt that humans have a natural urge to make music, and they wanted to use technology to enable everyone to participate”.

Most of Guitar Hero games came out over a mere half-decade between 2005 and 2010, featuring spin-offs such as DJ Hero, including a spinning deck, and Band Hero. After that, the publisher’s interest on peripherals waned, except for a short-lived revival several years later.

Titles such as Clone Hero and newer releases have maintained the community alive, with set to be a new product from the original publisher in development. A new studio has begun production on their first music game. Original co-founders are both involved as special advisers. Is the world ready to embrace another game following the classic?

“We thought such titles could be similar to sports games allowing annual update every year,” he remarks. “With abundant fresh tracks that it could be perennially popular, thus I remain hopeful. There’s no reason for it to persist for future fans.”

About the author

Lauren Rose

A professional organizer and lifestyle blogger passionate about minimalist living and sustainable home practices.

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