It has been 20 years since Guitar Hero hit the market in North America, offering players everywhere the means to feel like a rock star. Not in reality, though you'd be hard-pressed telling that anyone who's mastered Free Bird’s lengthy instrumental break in front of a packed crowd of friends.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match coloured notes moving along the screen synchronized to the music. Every sequence mimicked specific notes, producing the feel of a genuine performance.
Harmonix had already tried its hand with rhythm games before partnering with the publisher, which was purchased by the gaming giant in 2006. Collaboratively, they laid the foundations for an unlikely massively profitable franchise that had a remarkable influence for many musicians featured, introducing classic bands to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early financial challenges of licensing the recordings – even though the first two games primarily featured rerecorded tracks.
“We reproduced all the music because the dollar figure was so high,” he explains. “Even with the necessary permissions by themselves, it proved nearly impossible. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once the game became a hit, album purchases and radio play increased, everyone wanted to be in.”
He adds: “One of the amazing things was the number of parents got in touch and thanked us for introducing their kids to the music they adored. It became a multigenerational phenomenon.”
Classic Rock Finds Younger Fans
Irish blues-rock band the Answer included Never Too Late on the 2008 game the popular installment. Guitarist the artist recalls the way the game brought classic rock back into vogue: “The game provided a bigger, younger audience. Typically such music was seen as outdated material, however once it got included in the game and teenagers discovered it, suddenly it was cool. This validated it, eliminating the ‘dad rock’ tag. It gave all our music a new life.”
In 2008, the band's first record remained unreleased in the US, meaning Guitar Hero was a key medium of discovery for the band as they went on a North American tour supporting the rock giants. “Their crew had on Never Too Late on the tour bus, and some of them knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in specialized game editions centered around their music collections and associated lore, imagery and legendary status. For example, the Aerosmith edition, reportedly earned the band greater revenue than any of their studio albums. It moved well over half a million copies upon release, while demand for their songs saw an increase significantly during an era when the music business faced decline.
The series still motivates quick-handed fanaticism within the community. Recently, an online personality achieved an impressive attempt featuring the challenging track – an infamously tough power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of customisation options. This track is difficult even in expert mode, let alone played at double speed and without missing a single one of its near 4,000 notes. The streamer claimed requiring nine months to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to pick up a real gun and go to war,” says DragonForce guitarist the artist.
DragonForce had already completed a profitable run when their hit appeared in the third game, but Li says it made them widely recognized. “I recall our distributors calling to tell me that our records were moving rapidly,” he says. “It exploded when we next toured, and we were playing right ahead of the headliners at the event.”
Indeed, the band's visibility from Guitar Hero proved so vast that it has threatened to overshadow all other the band has done. Recently, the song featured in promotional material for Despicable Me 4. “In the past I thought differently, but now I accept 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’ve been part in fans' experiences”.
The Lasting Impact of a Plastic Guitar
Top-tier promotion, be it for automobiles, clothes or video games, goes further mere transactions – it inspires a desire. Was the game able to harness this? “That’s exactly what our team trying to create,” he confirms. “The excitement of performing as a rock star on the stage. Since the beginning, the creators believed humans have a natural human desire to make music, and they wanted to use technology to enable everyone to participate”.
Most installments came out in just a five-year period from 2005 to 2010, featuring derivative titles such as the DJ version, including a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments died down, except for a brief comeback in 2015.
Titles like Clone Hero and newer releases have maintained the community alive, and there’s set to be a new product from the original publisher on the way. Recently formed developers has begun work on its debut 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?
“Our team believed such titles might become similar to sports games where you can releases,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, thus I remain optimistic. It's entirely possible why it can’t persist with new generations.”