It has been 20 years after Guitar Hero first launched in North America, providing everyday gamers the means to feel like a rock star. Not literally, but try convincing someone who has mastered Free Bird’s four-minute guitar solo in front of a packed crowd of friends.
Created by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues moving along the screen in time with the music. Each riff mimicked specific notes, producing the feel of a genuine performance.
The studio previously experimented with rhythm games prior to teaming up with the publisher, which was acquired by the gaming giant in 2006. Together, they laid the groundwork for an unlikely massively profitable series that had a significant influence for many musicians included, showcasing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, remembers the initial budgetary hurdles of licensing the songs – even though the first two games mostly used rerecorded tracks.
“We reproduced every song because the dollar figure was so high,” he explains. “Despite having the publishing rights by themselves, it was extremely difficult. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. However, when the game became a hit, album purchases and radio play were going up, all artists desired to participate.”
He adds: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for introducing their children to the songs they adored. It became a multigenerational thing.”
Classic Rock Finds a New Audience
Northern Irish group the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series revived older hits back into vogue: “Guitar Hero offered a larger, younger audience. Typically such music was considered outdated material, however when it was included in the title and teenagers discovered it, abruptly it was cool. This validated the genre, and got rid of the ‘dad rock’ label. It provided our catalog renewed popularity.”
In 2008, the band's debut album remained unreleased stateside, meaning the game was a key medium of discovery for the group as they went on US tour supporting the rock giants. “The roadies were playing Never Too Late on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Major Band Titles and Lasting Impact
Music's biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in specialized game editions centered around each band’s catalogue and related lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the group greater revenue than any of their studio albums. It moved well over 500,000 copies in its first week, and sales of their songs rose of up to 40% at a time as the industry was already collapsing.
The series still motivates quick-handed dedication within the community. Recently, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by the game – using a fan-made version, a freeware game with almost identical gameplay but an array of customisation options. This track is challenging enough on the hardest setting, not to mention performed at double speed while hitting a single one of the thousands of cues. They stated requiring months of practice to accomplish.
“Guitar Hero is a fun, imaginary experience. Just as with other games, it doesn't imply you ought to use a real gun and enlist,” says musician the artist.
DragonForce had already wrapped up a successful tour before Through the Fire and Flames appeared in the third game, but Li says it turned them into widely recognized. “I remember our distributors informing us that our records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we were playing just before the headliners at the event.”
In fact, DragonForce’s exposure via the game proved so vast that it has threatened to overshadow everything else accomplishments. Last year, the track was used in promotional material for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “Should you just hear a single track, that's fine – everyone’s got their own path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Impact from the Plastic Guitar
The best marketing, be it for cars, apparel or video games, extends beyond than selling something – it evokes a longing. Was the game able to tap into that? “Precisely what we were trying to create,” Dornbrook says. “The excitement of being a music icon on the stage. From day one, the creators believed humans have a natural human desire to make music, and they wanted to leverage innovation to enable everyone to do it”.
Most of Guitar Hero games came out over a mere half-decade from 2005 to 2010, including spin-offs such as DJ Hero, complete with a spinning deck, and Band Hero. After that, corporate focus in plastic instruments waned, aside from a short-lived revival several years later.
Titles such as the fan project and newer releases have kept the scene active, with expectations of something from the original publisher on the way. Recently formed developers has begun work on their first rhythm-based title. The initial creators are participating in advisory roles. Is the world prepared to welcome a new entry following the classic?
“We thought those games might become like Madden allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t continue with new generations.”