Guitar Hero at 20 – The Plastic Guitar That Connected Generations Between Music Fans
It has been 20 years after the legendary game debuted in North America, providing everyday gamers the means to feel like a rock star. Not literally, but try convincing anyone who's mastered the epic lengthy instrumental break before a packed living-room audience.
Created by the developers, the game gave players a guitar-shaped controller to follow on-screen cues moving along the display in time with a song. Every sequence mimicked particular chords, producing the sensation of an authentic performance.
Harmonix had already tried its hand in the music genre prior to teaming up with the publisher, later acquired by the gaming giant during the mid-2000s. Together, they laid the groundwork for an unlikely massively profitable series which made a remarkable influence on numerous of the artists included, showcasing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial financial challenges of licensing the recordings – even though the first two games primarily featured rerecorded tracks.
“We rerecorded all the music because the cost was so high,” he says. “Despite having the publishing rights by themselves, it was extremely difficult. We couldn’t get bands like the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. But once the game took off, and record sales airtime were going up, all artists desired to participate.”
He adds: “Among the remarkable aspects was the number of parents got in touch expressing gratitude for exposing their kids to the music they loved. It became an intergenerational thing.”
Classic Rock Gains a New Audience
Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game revived older hits to the forefront: “The game provided a larger, new demographic. Typically this had been considered music that was past it, however once it got included in the game young people were finding it, suddenly it became trendy. That legitimised it, and got rid of the outdated label. It gave our catalog renewed popularity.”
In 2008, the band's first record was still not available in the US, meaning the game was a key medium of discovery for the group as they went on US tour supporting the rock giants. “The roadies had on Never Too Late during travel, and some of them knew us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Spin-offs Enduring Influence
Music's biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and others starring in dedicated spin-off titles centered around their music collections and related stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said to have made the group more money than any of their studio albums. It sold well over 500,000 copies upon release, and demand for their songs rose significantly during an era when the music business was already collapsing.
Guitar Hero still motivates nimble-fingered dedication among its fans. Earlier this year, an online personality completed an impressive attempt featuring the challenging track – a notoriously difficult anthem popularized through the game – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of customisation options. This track is difficult enough on expert mode, not to mention performed at increased tempo while hitting every one of the thousands of cues. The streamer claimed it took months of practice to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you should pick up a real gun and go to war,” says musician the artist.
The band had already completed a profitable run when their hit was featured in the third game, yet he explains it turned them into a household name. “I remember our distributors informing us that our selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”
In fact, the band's visibility via the game proved so vast that it has risked eclipsing everything else accomplishments. Recently, the song featured in promotional material for a major film. “Previously I thought differently, but now I accept it,” he admits. “If you only listen to a single track, it’s totally cool – everyone’s got a unique musical journey and I’m glad we played a role in fans' experiences”.
The Lasting Legacy from the Iconic Controller
Top-tier promotion, be it for automobiles, apparel or games, goes further mere transactions – it inspires a longing. Was the game able to harness this? “Precisely what our team trying to create,” he confirms. “The excitement of being a music icon in the spotlight. From day one, the creators believed humans have a natural urge to make music, and their goal was to use technology to enable everyone to participate”.
Most installments came out over a mere half-decade from 2005 to 2010, including spin-offs like the DJ version, including a spinning deck, and Band Hero. After that, the publisher’s interest on peripherals waned, except for a brief comeback several years later.
Games such as the fan project and newer releases have maintained the scene active, with set to be something from the original publisher on the way. A new studio has begun work on their first music game. The initial creators are participating as special advisers. Are gamers ready to embrace another game in the spirit of the classic?
“Our team believed those games might become like Madden allowing annual update every year,” he remarks. “With abundant fresh tracks that it could be perennially popular, thus I remain optimistic. It's entirely possible why it can’t persist for future fans.”