The Iconic Game Turns 20 – The Plastic Guitar That Connected the Gap Between Rock Fans
It has been 20 years since Guitar Hero debuted in North America, offering everyday gamers the opportunity to feel like rock legends. Figuratively speaking, but try telling that anyone who's mastered the epic four-minute guitar solo in front of an enthusiastic crowd of friends.
Developed by the developers, Guitar Hero gave players a guitar-shaped controller to match on-screen cues scrolling down the display synchronized to a song. Every sequence mimicked specific notes, creating the sensation of a genuine live show.
Harmonix previously tried its hand in the music genre prior to teaming up with the publisher, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for a surprising massively profitable series that had a significant influence for many musicians featured, showcasing classic groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the initial financial challenges in securing the songs – even though initial releases primarily featured cover versions.
“We reproduced all the music because the cost prohibitive,” he explains. “Even with the necessary permissions alone, it proved nearly impossible. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. However, when the game became a hit, and record sales airtime were going up, everyone wanted to be in.”
He continues: “One of the remarkable aspects was the number of parents got in touch expressing gratitude for exposing their kids to the music they loved. It became a multigenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish blues-rock band one featured act had their track on the 2008 game Guitar Hero World Tour. Guitarist the artist recalls how the series revived classic rock to the forefront: “The game provided a bigger, new demographic. Generally such music was considered music that was past it, but then when it was included in the title young people were finding it, suddenly it became trendy. That legitimised the genre, eliminating the outdated label. It gave all our music renewed popularity.”
At that time, the band's first record remained not available in the US, meaning Guitar Hero served as a primary platform of discovery for the band as they went on US tour opening for AC/DC. “The roadies were playing Never Too Late on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around each band’s catalogue and associated lore, visuals and legendary status. In the case of, the Aerosmith edition, it was said earned the group greater revenue compared to their records. It moved well over 500,000 copies upon release, while sales of their songs saw an increase of up to 40% during an era as the industry was already collapsing.
The series continues to inspire quick-handed fanaticism within the community. Earlier this year, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay but an array of customisation options. This track is challenging enough on expert mode, not to mention performed at increased tempo and without missing every one of its near 4,000 notes. They claimed requiring nine months to accomplish.
“The game is a fun, imaginary experience. If you play other games, it doesn't imply you should use a real gun and enlist,” notes musician the artist.
DragonForce previously wrapped up a profitable run before their hit was featured on Guitar Hero III, but Li says it turned them into widely recognized. “I recall our distributors informing us that our selling albums rapidly,” he says. “It exploded when we next toured, and we performed just before top acts on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero proved so vast that it threatened to eclipsing all other the band has done. Recently, the song was used in promotional material for Despicable Me 4. “In the past I felt differently, but now I accept it,” Li says. “If you only listen to one DragonForce song, that's fine – everyone’s got a unique path in music and I’m glad we played a role in fans' experiences”.
The Lasting Legacy from the Plastic Guitar
Top-tier marketing, be it for cars, clothes or video games, extends beyond mere transactions – it evokes a desire. Was the game able to tap into that? “Precisely what we were aiming to achieve,” he confirms. “That thrill of performing as a music icon in the spotlight. From day one, the co-founders felt that there’s an instinctive urge to create songs, and their goal was to leverage innovation to enable everyone to do it”.
Most installments came out in just a five-year period between 2005 and 2010, featuring derivative titles such as the DJ version, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals died down, aside from a brief comeback in 2015.
Games like Clone Hero and Fortnite Festival have maintained the community alive, and there’s expectations of a new product from the founders on the way. A new studio has entered work on their first music game. Original co-founders are both involved as special advisers. Are gamers ready to embrace another game following the classic?
“We thought such titles could be like Madden allowing annual update every year,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, thus I remain hopeful. It's entirely possible for it to continue for future fans.”