Guitar Hero at 20 – The Plastic Guitar That Connected Generations Between Music Fans
Marking 20 years since the legendary game hit the market across the Atlantic, providing everyday gamers the opportunity to become a rock star. Not in reality, though you'd be hard-pressed convincing someone who's nailed Free Bird’s lengthy instrumental break before a packed living-room audience.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues scrolling down the screen synchronized to the music. Each riff mimicked specific notes, producing the feel of an authentic live show.
Harmonix had already experimented with rhythm games before partnering with the publisher, later acquired by the gaming giant in 2006. Collaboratively, they laid the groundwork for a surprising massively profitable franchise that had a remarkable influence on numerous musicians included, introducing decades-old bands to a new generation of gaming enthusiasts.
A former executive, former COO of Harmonix, recalls the initial financial challenges in securing the recordings – despite the fact initial releases mostly used cover versions.
“We rerecorded all the music because the dollar figure prohibitive,” he says. “Despite having the necessary permissions by themselves, it was nearly impossible. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. But once the game took off, and record sales and radio play increased, all artists desired to participate.”
He continues: “Among the amazing things was the number of mothers and fathers got in touch expressing gratitude for exposing their kids to the music they loved. It evolved into an intergenerational phenomenon.”
Classic Rock Gains a New Audience
Northern Irish group the Answer had Never Too Late in the 2008 release the popular installment. Lead musician the artist recalls how the series revived classic rock back into vogue: “Guitar Hero provided a bigger, new demographic. Generally such music was considered outdated material, but then once it got featured on the game young people were finding it, suddenly it was cool. That legitimised the genre, eliminating the outdated label. It provided all our music a new life.”
In 2008, the band's first record remained not available stateside, so Guitar Hero served as a primary platform of discovery for the group during their US tour supporting the rock giants. “The roadies had on Never Too Late on the tour bus, and several knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Music's biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and others featuring in specialized spin-off titles centered around their music collections and related lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the group greater revenue compared to their studio albums. It sold well over half a million copies upon release, and sales of Aerosmith’s music rose of up to 40% at a time as the industry was already collapsing.
The series still motivates quick-handed fanaticism within the community. Earlier this year, a streamer achieved a remarkable feat featuring the challenging track – an infamously tough anthem made popular by the game – on Clone Hero, a no-cost alternative with similar mechanics and extensive personalization features. This track is challenging enough on the hardest setting, not to mention played at double speed while hitting a single one of its near 4,000 notes. They claimed requiring months of practice to accomplish.
“The game offers a, fantasy thing. Just as with other games, that doesn’t mean you ought to use a real gun and enlist,” says musician the artist.
The band had already completed a successful tour before their hit appeared in the third game, but Li says it turned them into a household name. “I recall the record label informing us that our records were moving rapidly,” he shares. “Popularity surged when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it has risked eclipsing all other the band has done. Recently, the track was used in promotional material for a major film. “Previously I felt differently, but now I accept it,” Li says. “Should you just hear one DragonForce song, that's fine – everyone’s got a unique musical journey and I'm pleased we’ve been part in fans' experiences”.
The Lasting Legacy from the Iconic Controller
Top-tier marketing, be it for cars, apparel or video games, goes further mere transactions – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” he confirms. “That thrill of performing as a music icon on the stage. Since the beginning, the co-founders believed humans have a natural urge to create songs, and their goal was to use technology to allow people to do it”.
Most installments came out in just a five-year period between 2005 and 2010, including spin-offs such as the DJ version, complete with a spinning deck, and Band Hero. After that, corporate focus on peripherals died down, aside from a short-lived revival several years later.
Games such as the fan project and newer releases have maintained the community alive, with expectations of a new product from the founders in development. A new studio has entered production on their first music game. The initial creators are both involved as special advisers. Are gamers ready to embrace another game in the spirit of Guitar Hero?
“Our team believed those games might become like Madden allowing annual update every year,” he remarks. “With abundant new music that it could be evergreen, so I’ve always been optimistic. There’s no reason for it to persist with new generations.”