It has been 20 years since Guitar Hero debuted in North America, providing everyday gamers the tools to become a rock star. Not literally, but try telling that anyone who has nailed the epic lengthy instrumental break in front of a packed living-room audience.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match coloured notes scrolling down the screen in time with the music. Each riff mimicked particular chords, creating the feel of an authentic performance.
Harmonix previously tried its hand in the music genre before partnering with RedOctane, which was acquired by the gaming giant during the mid-2000s. Together, they established the foundations for a surprising billion-dollar franchise that had a significant influence on numerous of the artists featured, introducing classic groups to a new generation of gaming enthusiasts.
A former executive, former COO from the developer, recalls the initial financial challenges of licensing the songs – despite the fact initial releases mostly used cover versions.
“We rerecorded every song since the dollar figure prohibitive,” he says. “Despite having the necessary permissions by themselves, it was extremely difficult. We failed to secure bands like the Who – RedOctane had virtually no money, and our team was pretty convinced it would fail. But once the game took off, album purchases and radio play were going up, all artists desired to participate.”
He continues: “Among the remarkable aspects was how many parents got in touch and thanked us for exposing their kids to the songs they adored. It evolved into an intergenerational thing.”
Classic Rock Gains a New Audience
Northern Irish blues-rock band one featured act had their track in the 2008 release the popular installment. Guitarist Paul Mahon recalls the way the game brought older hits to the forefront: “The game offered a bigger, younger audience. Typically such music was considered outdated material, but then once it got featured on the title young people discovered it, suddenly it became trendy. That legitimised it, and got rid of the ‘dad rock’ tag. It gave all our music a new life.”
In 2008, the band's debut album was still not available stateside, so Guitar Hero served as a primary platform of discovery for the group as they went on a North American tour opening for the rock giants. “The roadies had on Never Too Late during travel, and some of them recognized us from Guitar Hero,” Mahon says.
Major Band Titles Enduring Impact
Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated game editions that focused on each band’s catalogue and related stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the group more money compared to their studio albums. It moved well over 500,000 units in its first week, and sales of their songs saw an increase of up to 40% during an era when the music business faced decline.
The series still motivates quick-handed dedication among its fans. Earlier this year, an online personality completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a freeware game with similar gameplay but an array of customisation options. The song is difficult even in the hardest setting, let alone played at double speed and without missing a single one of its near 4,000 notes. The streamer stated it took nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play other games, that doesn’t mean you should use a real gun and go to war,” notes DragonForce guitarist Herman Li.
The band previously completed a profitable run when Through the Fire and Flames was featured in the third game, but Li says it made them a household name. “I remember the record label informing us that we were records were moving rapidly,” he shares. “It exploded on the subsequent tour, and we were playing right ahead of the headliners on the Mayhem festival.”
In fact, the band's visibility via the game was so immense that it risked overshadow everything else the band has done. Recently, the track was used in a trailer for Despicable Me 4. “Previously I thought differently, but now I accept it,” he admits. “If you only hear one DragonForce song, it’s totally cool – each person has a unique path in music and I'm pleased we’ve been part of people’s lives”.
Enduring Legacy from the Plastic Guitar
The best marketing, whether it’s for automobiles, apparel or games, goes further mere transactions – it evokes a desire. Was the game able to harness this? “Precisely what our team trying to create,” he confirms. “That thrill of being a rock star on the stage. From day one, the creators felt that there’s an instinctive urge to create songs, and they wanted to use technology to allow people to participate”.
The majority installments came out over a mere half-decade from 2005 to 2010, including spin-offs like DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments waned, aside from a short-lived revival in 2015.
Games such as the fan project and newer releases have kept the community alive, and there’s set to be something from the original publisher in development. Recently formed developers has begun production on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Is the world prepared to welcome a new entry in the spirit of the classic?
“We thought those games could be similar to sports games allowing annual update every year,” Dornbrook says. “With abundant new music that it could be evergreen, thus I remain optimistic. It's entirely possible for it to persist for future fans.”