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The Iconic Game Celebrates 20 Years – The Plastic Guitar That Bridged Generations Between Music Fans

It has been two decades since the legendary game first launched across the Atlantic, offering players everywhere the means to feel like a rock star. Not in reality, though you'd be hard-pressed convincing anyone who has nailed the epic four-minute guitar solo in front of an enthusiastic crowd of friends.

Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to match coloured notes moving along the display in time with a song. Each riff corresponded to particular chords, creating the sensation of a genuine live show.

The studio previously experimented in the music genre before partnering with the publisher, which was purchased by Activision during the mid-2000s. Collaboratively, they laid the foundations for a surprising billion-dollar franchise that had a remarkable influence on numerous musicians included, introducing classic groups to a new generation of younger players.

Michael Dornbrook, former COO of Harmonix, recalls the initial budgetary hurdles of licensing the recordings – even though initial releases primarily featured cover versions.

“We reproduced all the music because the cost was so high,” he explains. “Despite having the necessary permissions alone, it proved extremely difficult. We failed to secure acts such as the Who – the publisher had virtually no money, and our team was fairly certain it would fail. But once Guitar Hero became a hit, album purchases airtime increased, all artists desired to participate.”

He adds: “Among the remarkable aspects was the number of parents got in touch expressing gratitude for introducing their kids to the songs they loved. It became an intergenerational phenomenon.”

Timeless Music Gains Younger Fans

Northern Irish group the Answer included Never Too Late in the 2008 release the popular installment. Guitarist the artist recalls how the series revived classic rock back into vogue: “Guitar Hero provided a bigger, younger audience. Generally this had been seen as music that was past it, but then once it got featured on the title and teenagers discovered it, abruptly it was cool. This validated it, and got rid of the ‘dad rock’ label. It gave all our music a new life.”

At that time, the band's debut album remained unreleased stateside, meaning the game was a key medium of discovery for the band during their US tour supporting AC/DC. “Their crew were playing the song on the tour bus, and several recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs Enduring Impact

Music's heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and others starring in specialized spin-off titles centered around their music collections and associated 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 more than half a million copies upon release, and sales of their songs rose of up to 40% during an era when the music business was already collapsing.

Guitar Hero still motivates quick-handed fanaticism within the community. Recently, an online personality completed a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a freeware game with similar mechanics and extensive personalization features. The song is challenging even in expert mode, let alone performed at increased tempo while hitting every one of its near 4,000 notes. The streamer claimed it took nine months to accomplish.

“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to use a real gun and go to war,” says musician Herman Li.

DragonForce had already wrapped up a successful tour when Through the Fire and Flames appeared in the third game, yet he explains it made them a household name. “I recall our distributors informing us that we were records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed just before the headliners at the event.”

In fact, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to eclipsing everything else accomplishments. Recently, the track featured in a trailer for a major film. “Previously I thought differently, but I’ve made peace with it,” Li says. “If you only hear a single track, it’s totally cool – each person has their own musical journey and I'm pleased we played a role in fans' experiences”.

Enduring Impact of a Plastic Guitar

Top-tier promotion, whether it’s for cars, apparel or games, goes further mere transactions – it evokes a longing. Was the game able to tap into that? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star on the stage. From day one, the creators believed humans have a natural human desire to create songs, and they wanted to leverage innovation to enable everyone to do it”.

The majority of Guitar Hero games came out over a mere five-year period between 2005 and 2010, including spin-offs such as DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals waned, except for a brief comeback several years later.

Titles such as the fan project and newer releases have maintained the community active, and there’s set to be something from the founders on the way. A new studio has begun work on its debut rhythm-based title. The initial creators are both involved as special advisers. Are gamers prepared to welcome a new entry following the classic?

“Our team believed such titles could be similar to sports games where you can releases,” Dornbrook says. “With abundant new music that it could be evergreen, so I’ve always been optimistic. There’s no reason why it can’t continue with new generations.”

CH
Written by

Christine Hunter

A digital strategist with over a decade of experience in media innovation and content marketing, passionate about helping brands grow online.

VIP Core Media

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