Guitar Hero at 20 – How a Plastic Axe Connected the Gap Between Rock Fans
Marking 20 years after Guitar Hero debuted in North America, giving everyday gamers the means to feel like rock legends. Not literally, but try convincing anyone who's nailed Free Bird’s lengthy instrumental break before a packed crowd of friends.
Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues moving along the screen synchronized to a song. Every sequence mimicked particular chords, producing the sensation of an authentic performance.
The studio had already tried its hand with rhythm games prior to teaming up with RedOctane, later purchased by Activision in 2006. Collaboratively, they laid the foundations for an unlikely massively profitable franchise which made a remarkable influence for many of the artists featured, introducing classic bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial financial challenges in securing the recordings – despite the fact initial releases primarily featured rerecorded tracks.
“We reproduced every song since the cost prohibitive,” he explains. “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 our team was fairly certain the project would flop. However, when Guitar Hero took off, album purchases and radio play increased, all artists desired to participate.”
He adds: “One of the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for exposing their children to the songs they loved. It became an intergenerational thing.”
Classic Rock Finds Younger Fans
Irish blues-rock band one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls the way the game revived older hits back into vogue: “The game provided a larger, new demographic. Generally such music was considered outdated material, however when it was included in the title and teenagers were finding it, suddenly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ tag. It provided all our music a new life.”
At that time, the band's first record was still not available in the US, meaning the game served as a primary platform of discovery for the group during their US tour supporting AC/DC. “The roadies were playing Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in dedicated game editions that focused on each band’s catalogue and related stories, imagery and legendary status. For example, the Aerosmith edition, it was said earned the group greater revenue compared to their records. It sold well over 500,000 copies upon release, while demand for their songs rose significantly at a time when the music business faced decline.
Guitar Hero continues to inspire quick-handed dedication within the community. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a freeware game with almost identical mechanics and extensive personalization features. The song is difficult even in the hardest setting, not to mention performed at increased tempo and without missing a single one of its near 4,000 notes. They stated it took nine months of practice.
“The game offers a, imaginary experience. If you play other games, that doesn’t mean you ought to pick up actual weapons and go to war,” says DragonForce guitarist the artist.
DragonForce previously wrapped up a profitable run before Through the Fire and Flames was featured in the third game, yet he explains it made them a household name. “I recall our distributors calling to tell me that we were records were moving like crazy,” he says. “It exploded when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it risked eclipsing everything else the band has done. Recently, the song was used in promotional material for a major film. “Previously I thought otherwise, but now I accept it,” Li says. “Should you just hear a single track, it’s totally cool – each person has a unique path in music and I’m glad we played a role of people’s lives”.
The Lasting Legacy from the Iconic Controller
Top-tier marketing, whether it’s for cars, apparel or games, goes further than selling something – it evokes a desire. Was the game able to harness this? “Precisely what our team trying to create,” he confirms. “The excitement of performing as a music icon on the stage. From day one, the co-founders felt that humans have a natural urge to create songs, and their goal was to use technology to allow people to participate”.
Most installments were released over a mere five-year period from 2005 to 2010, including derivative titles like DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals died down, aside from a brief comeback several years later.
Games like Clone Hero and newer releases have kept the community alive, with expectations of a new product from the founders in development. Recently formed developers has begun production on their first music game. Original co-founders are both involved as special advisers. Are gamers ready to embrace a new entry following Guitar Hero?
“Our team believed such titles could be like Madden where you can update every year,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, so I’ve always been hopeful. It's entirely possible for it to continue for future fans.”