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The Iconic Game Turns 20 – The Plastic Guitar That Bridged Generations Among Rock Fans

Marking 20 years since Guitar Hero debuted in North America, providing players everywhere the means to become a rock star. Not in reality, though you'd be hard-pressed convincing someone who's mastered the epic lengthy guitar solo in front of a packed living-room audience.

Created by the developers, the game provided users with a guitar-shaped controller to follow on-screen cues moving along the display synchronized to the music. Every sequence corresponded to particular chords, producing the feel of an authentic performance.

The studio previously experimented in the music genre prior to teaming up with the publisher, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely massively profitable franchise that had a significant influence on numerous musicians included, introducing classic bands to millions of gaming enthusiasts.

Michael Dornbrook, former COO of Harmonix, remembers the early financial challenges in securing the recordings – despite the fact initial releases primarily featured cover versions.

“We reproduced every song because the dollar figure prohibitive,” he says. “Even with the necessary permissions alone, it was extremely difficult. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero became a hit, album purchases and radio play increased, everyone wanted to participate.”

He adds: “Among the remarkable aspects was how many parents reached out expressing gratitude for introducing their children to the music they loved. It became an intergenerational phenomenon.”

Classic Rock Finds a New Audience

Northern Irish blues-rock band the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game revived classic rock to the forefront: “Guitar Hero provided a bigger, younger audience. Generally this had been seen as outdated material, but then once it got included in the game and teenagers discovered it, abruptly it became trendy. That legitimised it, eliminating the ‘dad rock’ label. It provided all our music a new life.”

In 2008, the Answer’s first record was still not available in the US, so the game served as a primary platform for exposure for the band during their US tour supporting AC/DC. “Their crew were playing the song on the tour bus, and several knew us from Guitar Hero,” Mahon says.

Major Band Spin-offs and Lasting Influence

Music's biggest acts soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on each band’s catalogue and related lore, imagery and legendary status. For example, the Aerosmith edition, it was said earned the band greater revenue than any of their records. It moved well over half a million units in its first week, while demand for Aerosmith’s music rose of up to 40% at a time as the industry faced decline.

The series still motivates quick-handed dedication within the community. Recently, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by the game – using a fan-made version, a no-cost alternative with similar gameplay and extensive customisation options. This track is difficult enough on expert mode, not to mention played at double speed and without missing every one of the thousands of cues. The streamer stated it took nine months to accomplish.

“The game is a fun, imaginary experience. If you play Call of Duty, it doesn't imply you should use a real gun and enlist,” notes musician the artist.

The band had already wrapped up a successful tour before their hit was featured in the third game, yet he explains it made them widely recognized. “I recall the record label informing us that we were selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we were playing just before the headliners at the event.”

Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it risked eclipsing everything else accomplishments. Recently, the track was used in promotional material for a major film. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I'm pleased we’ve been part of people’s lives”.

Enduring Legacy of a Plastic Guitar

The best promotion, be it for automobiles, apparel or games, goes further mere transactions – it evokes a longing. Was the game able to harness this? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of being a music icon on the stage. From day one, the creators felt that humans have a natural urge to make music, and they wanted to leverage innovation to allow people to do it”.

Most installments came out in just a five-year period from 2005 to 2010, including spin-offs such as DJ Hero, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest on peripherals waned, aside from a brief comeback several years later.

Titles such as the fan project and newer releases have kept the community alive, with expectations of something from the original publisher in development. A new studio has entered work on their first music game. Original co-founders are both involved in advisory roles. Is the world prepared to welcome a new entry following Guitar Hero?

“Our team believed those games could be like Madden allowing annual releases,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been hopeful. There’s no reason why it can’t continue for future fans.”

About the author

Alexandra Gordon MD

Mark van der Linden is a trade analyst with over a decade of experience in global market research and international business development.

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