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Guitar Hero at 20 – How a Plastic Axe Connected the Gap Between Rock Fans

It has been two decades since Guitar Hero debuted in North America, offering players everywhere the means to become rock legends. Not literally, though you'd be hard-pressed telling that anyone who has mastered the epic lengthy instrumental break in front of a packed crowd of friends.

Developed by Harmonix, the game gave players a guitar-shaped controller to follow on-screen cues scrolling down the screen in time with the music. Each riff mimicked particular chords, producing the sensation of an authentic performance.

Harmonix had already tried its hand with rhythm games prior to teaming up with the publisher, which was purchased by Activision in 2006. Collaboratively, they laid the groundwork for a surprising billion-dollar franchise that had a significant impact for many of the artists featured, introducing decades-old groups to millions of gaming enthusiasts.

A former executive, former COO from the developer, recalls the early budgetary hurdles in securing the songs – even though initial releases primarily featured rerecorded tracks.

“We reproduced all the music since the cost prohibitive,” he says. “Despite having the necessary permissions alone, it proved extremely difficult. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced it would fail. However, when Guitar Hero became a hit, and record sales airtime were going up, everyone wanted to be in.”

He adds: “One of the remarkable aspects was how many mothers and fathers got in touch expressing gratitude for exposing their kids to the songs they adored. It evolved into an intergenerational thing.”

Classic Rock Finds Younger Fans

Northern Irish group the Answer had Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon remembers the way the game brought older hits to the forefront: “The game provided a larger, new demographic. Generally this had been considered outdated material, but then once it got included in the game and teenagers were finding it, suddenly it was cool. That legitimised it, eliminating the ‘dad rock’ label. It provided all our music renewed popularity.”

In 2008, the Answer’s debut album remained not available in the US, meaning the game served as a primary platform for exposure for the band during their US tour opening for AC/DC. “The roadies were playing the song on the tour bus, and several knew us from Guitar Hero,” Mahon says.

Major Band Spin-offs and Lasting Impact

Music's heavyweight names quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated game editions that focused on their music collections and related lore, imagery and legendary status. For example, the Aerosmith edition, it was said earned the group more money compared to their studio albums. It moved well over 500,000 copies upon release, and demand for Aerosmith’s music rose of up to 40% at a time when the music business faced decline.

The series continues to inspire quick-handed fanaticism within the community. Earlier this year, an online personality achieved an impressive attempt featuring the challenging track – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay and extensive personalization features. This track is difficult enough on the hardest setting, let alone played at double speed while hitting a single one of the thousands of cues. They stated it took nine months of practice.

“The game offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you should pick up actual weapons and enlist,” says DragonForce guitarist the artist.

The band previously completed a profitable run before their hit was featured in the third game, but Li says it turned them into a household name. “I remember the record label calling to tell me that we were selling albums like crazy,” he shares. “It exploded when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”

In fact, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to eclipsing all other accomplishments. Last year, the song was used in a trailer for a major film. “Previously I felt otherwise, but I’ve made peace with it,” Li says. “Should you just listen to a single track, it’s totally cool – everyone’s got a unique musical journey and I’m glad we’ve been part in fans' experiences”.

Enduring Impact from the Plastic Guitar

Top-tier promotion, be it for cars, apparel or games, goes further mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “The excitement of being a rock star in the spotlight. From day one, the creators felt that humans have a natural urge to make music, and their goal was to use technology to enable everyone to do it”.

The majority installments were released in just a half-decade from 2005 to 2010, featuring spin-offs such as the DJ version, including a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals waned, except for a short-lived revival in 2015.

Titles such as the fan project and newer releases have kept the scene active, and there’s set to be something from the founders in development. Recently formed developers has begun production on its debut music game. Original co-founders are participating in advisory roles. Is the world ready to embrace a new entry in the spirit of the classic?

“Our team believed those games might become similar to sports games where you can releases,” he remarks. “With abundant new music it could remain perennially popular, thus I remain hopeful. There’s no reason why it can’t persist with new generations.”

WA
Written by

William Avila

A technology researcher with over 15 years of experience in AI and data science, focusing on real-world applications.

VIP Lab UK

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