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Guitar Hero Turns 20 – How a Plastic Axe Bridged the Gap Between Music Fans

Marking two decades after the legendary game hit the market across the Atlantic, giving everyday gamers the means to feel like rock legends. Not literally, though you'd be hard-pressed telling that someone who's mastered Free Bird’s lengthy guitar solo in front of an enthusiastic living-room audience.

Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to follow coloured notes moving along the display synchronized to the music. Every sequence mimicked particular chords, creating the sensation of an authentic live show.

The studio had already experimented in the music genre before partnering with the publisher, later acquired by the gaming giant in 2006. Together, they established the groundwork for an unlikely massively profitable series which made a significant impact on numerous of the artists included, introducing classic groups to a new generation of gaming enthusiasts.

A former executive, ex-chief operating officer of Harmonix, remembers the early financial challenges in securing the songs – even though the first two games primarily featured cover versions.

“We reproduced all the music because the dollar figure was so high,” he explains. “Despite having the publishing rights alone, it was nearly impossible. We failed to secure bands like the Who – RedOctane had virtually no money, and we were fairly certain the project would flop. However, when Guitar Hero took off, album purchases and radio play were going up, everyone wanted to participate.”

He continues: “Among the remarkable aspects was how many mothers and fathers got in touch and thanked us for introducing their kids to the music they loved. It evolved into a multigenerational phenomenon.”

Classic Rock Finds a New Audience

Irish blues-rock band the Answer had Never Too Late in the 2008 release the popular installment. Guitarist the artist recalls the way the game revived older hits to the forefront: “The game offered a bigger, younger audience. Typically such music was considered music that was past it, but then once it got featured on the game and teenagers discovered it, suddenly it became trendy. That legitimised it, eliminating the outdated label. It provided all our music renewed popularity.”

In 2008, the band's first record remained not available stateside, meaning the game was a key medium for exposure for the band as they went on a North American tour supporting AC/DC. “The roadies had on Never Too Late during travel, and several recognized us thanks to the game,” he notes.

Rock’s Heavyweight Spin-offs and Lasting Influence

Music's biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on each band’s catalogue and associated lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue compared to their studio albums. It sold more than 500,000 units upon release, while sales of their songs saw an increase of up to 40% at a time as the industry was already collapsing.

The series continues to inspire quick-handed dedication within the community. Earlier this year, a streamer completed a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics and extensive personalization features. The song is challenging even in expert mode, let alone played at increased tempo while hitting every one of the thousands of cues. The streamer claimed it took months of practice of practice.

“The game offers a, fantasy thing. If you play Call of Duty, that doesn’t mean you should pick up actual weapons and enlist,” says musician Herman Li.

The band had already wrapped up a successful tour before Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I remember our distributors calling to tell me that we were records were moving rapidly,” he says. “It exploded on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”

In fact, the band's visibility from Guitar Hero proved so vast that it threatened to overshadow all other the band has done. Last year, the track was used in promotional material for Despicable Me 4. “Previously I thought otherwise, but now I accept it,” Li says. “If you only hear one DragonForce song, that's fine – each person has a unique path in music and I'm pleased we’ve been part of people’s lives”.

Enduring Impact of a Plastic Guitar

The best marketing, whether it’s for cars, clothes or games, goes further mere transactions – it evokes a desire. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of performing as a rock star in the spotlight. From day one, the creators believed there’s an instinctive urge to make music, and their goal was to leverage innovation to enable everyone to do it”.

Most of Guitar Hero games were released in just a half-decade from 2005 to 2010, featuring derivative titles such as the DJ version, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, aside from a brief comeback several years later.

Games such as the fan project and Fortnite Festival have kept the scene active, and there’s expectations of a new product from the original publisher in development. A new studio has entered work on their first music game. Original co-founders are both involved as special advisers. Is the world ready to embrace a new entry in the spirit of Guitar Hero?

“We thought such titles might become similar to sports games allowing annual releases,” he remarks. “With abundant fresh tracks that it could be evergreen, thus I remain hopeful. It's entirely possible why it can’t continue with new generations.”

TF
The writer

Tanya Fox

A seasoned tech journalist and digital strategist with over a decade of experience covering UK innovation and startup ecosystems.

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