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

It has been two decades since the legendary game hit the market across the Atlantic, giving everyday gamers the opportunity to feel like a rock star. Figuratively speaking, but try convincing anyone who has nailed Free Bird’s lengthy instrumental break in front of an enthusiastic living-room audience.

Created by the developers, the game gave players a plastic guitar peripheral to follow coloured notes moving along the display in time with a song. Each riff corresponded to particular chords, creating the feel of a genuine live show.

Harmonix previously experimented in the music genre prior to teaming up with the publisher, later acquired by Activision during the mid-2000s. Together, they established the groundwork for an unlikely billion-dollar franchise which made a significant impact on numerous of the artists included, introducing decades-old groups to a new generation of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the early budgetary hurdles in securing the recordings – despite the fact initial releases mostly used rerecorded tracks.

“We rerecorded all the music since the cost was so high,” he says. “Despite having the publishing rights by themselves, it was extremely difficult. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. However, when the game became a hit, and record sales and radio play increased, all artists desired to participate.”

He adds: “One of the remarkable aspects was how many mothers and fathers reached out expressing gratitude for exposing their children to the music they loved. It evolved into a multigenerational thing.”

Classic Rock Gains a New Audience

Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series revived classic rock back into vogue: “The game offered a larger, younger audience. Generally such music was seen as music that was past it, however once it got included in the title young people discovered it, abruptly it was cool. That legitimised the genre, eliminating the ‘dad rock’ tag. It gave our catalog renewed popularity.”

At that time, the band's first record was still unreleased in the US, meaning Guitar Hero served as a primary platform for exposure for the group as they went on US tour opening for the rock giants. “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 and Lasting Impact

Rock’s biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated game editions centered around their music collections and related stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money than any of their records. It sold well over 500,000 units 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 fanaticism among its fans. Recently, an online personality completed an impressive attempt of DragonForce’s the challenging track – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay and extensive personalization features. This track is difficult even in expert mode, let alone performed at increased tempo while hitting a single one of the thousands of cues. The streamer stated requiring nine months of practice.

“The game is a fun, fantasy thing. Just as with other games, it doesn't imply you ought to pick up a real gun and go to war,” notes DragonForce guitarist the artist.

DragonForce had already wrapped up a successful tour when Through the Fire and Flames was featured in the third game, yet he explains it turned them into a household name. “I remember the record label calling to tell me that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”

In fact, DragonForce’s exposure from Guitar Hero was so immense that it threatened to overshadow all other the band has done. Last year, the track was used in a trailer for a major film. “Previously I thought otherwise, but I’ve made peace with it,” Li says. “If you only listen to a single track, that's fine – each person has their own path in music and I’m glad we played a role in fans' experiences”.

Enduring Legacy from the Plastic Guitar

Top-tier marketing, whether it’s for automobiles, clothes or video games, goes further than selling something – it evokes a desire. Was the game able to harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of being a music icon in the spotlight. Since the beginning, the co-founders believed humans have a natural human desire to create songs, and they wanted to leverage innovation to enable everyone to participate”.

The majority installments came out in just a half-decade from 2005 to 2010, featuring derivative titles such as DJ Hero, complete with a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments died down, except for a short-lived revival several years later.

Titles like the fan project and Fortnite Festival have kept the scene active, and there’s set to be a new product from the founders in development. Recently formed developers has begun production on their first rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome another game in the spirit of the classic?

“We thought such titles could be similar to sports games where you can releases,” he remarks. “There’s so much fresh tracks that it could be evergreen, so I’ve always been hopeful. There’s no reason for it to continue with new generations.”

By

Jeffery Irwin

A seasoned business strategist with over a decade of experience in international markets, specializing in digital transformation and growth hacking.

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