Marking 20 years since Guitar Hero hit the market in North America, giving everyday gamers the opportunity to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing someone who has nailed the epic four-minute guitar solo in front of a packed crowd of friends.
Created by the developers, the game provided users with a guitar-shaped controller to follow on-screen cues moving along the screen synchronized to a song. Every sequence corresponded to specific notes, producing the sensation of a genuine performance.
Harmonix had already tried its hand with rhythm games prior to teaming up with the publisher, which was purchased by Activision during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely billion-dollar franchise that had a significant impact on numerous musicians included, showcasing decades-old bands to a new generation of gaming enthusiasts.
A former executive, former COO from the developer, remembers the early budgetary hurdles in securing the songs – even though initial releases primarily featured cover versions.
“We rerecorded all the music since the dollar figure was so high,” he explains. “Despite having the necessary permissions by themselves, it was extremely difficult. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and our team was pretty convinced it would fail. However, when the game took off, album purchases and radio play were going up, all artists desired to be in.”
He continues: “Among the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for introducing their children to the music they loved. It became a multigenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish group the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived older hits back into vogue: “The game offered a larger, younger audience. Typically this had been seen as music that was past it, however once it got featured on the game and teenagers were finding it, suddenly it was cool. This validated the genre, eliminating the ‘dad rock’ tag. It provided all our music renewed popularity.”
In 2008, the band's first record was still unreleased in the US, so the game served as a primary platform of discovery for the group as they went on a North American tour opening for the rock giants. “Their crew had on Never Too Late during travel, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Impact
Rock’s biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around their music collections and related stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the band greater revenue compared to their studio albums. It sold well over 500,000 units in its first week, while demand for Aerosmith’s music saw an increase of up to 40% during an era as the industry was already collapsing.
The series continues to inspire quick-handed dedication among its fans. Recently, a streamer completed a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive customisation options. The song is difficult enough on expert mode, let alone played at increased tempo while hitting a single one of the thousands of cues. The streamer claimed it took months of practice of practice.
“Guitar Hero is a fun, imaginary experience. If you play other games, that doesn’t mean you ought to pick up actual weapons and enlist,” notes DragonForce guitarist the artist.
The band had already wrapped up a profitable run when Through the Fire and Flames was featured in the third game, yet he explains it made them 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 on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has risked overshadow all other accomplishments. Last year, the song was used in promotional material for Despicable Me 4. “Previously I thought differently, but now I accept it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got their own path in music and I’m glad we played a role of people’s lives”.
The Lasting Impact from the Plastic Guitar
The best marketing, whether it’s for automobiles, apparel or games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero tap into that? “Precisely what our team trying to create,” he confirms. “That thrill of performing as a rock star in the spotlight. From day one, the co-founders believed there’s an instinctive urge to create songs, and they wanted to use technology to enable everyone to participate”.
Most installments came out in just a five-year period between 2005 and 2010, featuring derivative titles such as the DJ version, including a spinning deck, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, except for a short-lived revival several years later.
Games such as Clone Hero and newer releases have maintained the scene alive, with set to be something from the original publisher in development. Recently formed developers has entered production on their first rhythm-based title. Original co-founders are both involved in advisory roles. Is the world prepared to welcome another game following Guitar Hero?
“We thought those games might become similar to sports games where you can releases,” he remarks. “With abundant new music that it could be perennially popular, so I’ve always been optimistic. It's entirely possible for it to continue with new generations.”