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Guitar Hero Celebrates 20 Years – The Plastic Guitar That Connected Generations Between Rock Fans

Marking 20 years since Guitar Hero hit the market across the Atlantic, offering players everywhere the tools to feel like a rock star. Not literally, though you'd be hard-pressed telling that anyone who has mastered Free Bird’s lengthy instrumental break before a packed crowd of friends.

Created by the developers, the game provided users with a guitar-shaped controller to match on-screen cues scrolling down the screen in time with the music. Every sequence corresponded to specific notes, producing the feel of an authentic live show.

Harmonix had already tried its hand in the music genre before partnering with RedOctane, later purchased by Activision in 2006. Together, they laid the foundations for an unlikely billion-dollar franchise which made a remarkable influence on numerous of the artists featured, introducing decades-old bands to a new generation of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial budgetary hurdles of licensing the songs – even though the first two games primarily featured cover versions.

“We reproduced all the music since the cost prohibitive,” he says. “Even with the publishing rights by themselves, it proved extremely difficult. We failed to secure bands like legendary groups – RedOctane had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero took off, album purchases and radio play increased, everyone wanted to participate.”

He adds: “One of the remarkable aspects was the number of parents reached out and thanked us for introducing their children to the music they loved. It became an intergenerational thing.”

Timeless Music Gains Younger Fans

Irish group one featured act included their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game brought classic rock to the forefront: “Guitar Hero provided a larger, younger audience. Typically such music was seen as outdated material, however once it got featured on the game young people were finding it, suddenly it became trendy. That legitimised it, eliminating the ‘dad rock’ label. It gave all our music a new life.”

In 2008, the band's first record remained unreleased in the US, so the game was a key medium of discovery for the group as they went on US tour supporting AC/DC. “Their crew were playing Never Too Late during travel, and some of them recognized us from Guitar Hero,” he notes.

Rock’s Heavyweight Titles and Lasting Impact

Rock’s heavyweight names soon capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated game editions centered around each band’s catalogue and associated stories, imagery and legendary status. For example, the Aerosmith edition, it was said to have made the group greater revenue compared to their studio albums. It sold more than 500,000 units in its first week, and sales of their songs saw an increase significantly at a time as the industry was already collapsing.

Guitar Hero continues to inspire nimble-fingered dedication within the community. Recently, an online personality completed a remarkable feat featuring the challenging track – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with similar gameplay and extensive customisation options. The song is difficult even in the hardest setting, not to mention played at double speed and without missing a single one of its near 4,000 notes. The streamer stated it took nine months to accomplish.

“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, that doesn’t mean you should use actual weapons and enlist,” notes DragonForce guitarist the artist.

The band had already completed a profitable run before Through the Fire and Flames appeared in the third game, but Li says it turned them into widely recognized. “I remember the record label calling to tell me that our selling albums like crazy,” he says. “It exploded when we next toured, and we were playing just before top acts at the event.”

Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has risked eclipsing all other accomplishments. Last year, the song was used in a trailer for Despicable Me 4. “Previously I felt differently, but now I accept it,” Li says. “If you only listen to one DragonForce song, that's fine – everyone’s got their own path in music and I'm pleased we played a role of people’s lives”.

The Lasting Legacy of a Iconic Controller

Top-tier marketing, whether it’s for cars, apparel or games, goes further than selling something – it evokes a desire. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” he confirms. “The excitement of being a music icon in the spotlight. Since the beginning, the co-founders believed there’s an instinctive human desire to create songs, and they wanted to leverage innovation to allow people to participate”.

Most of Guitar Hero games came out over a mere half-decade from 2005 to 2010, including derivative titles like DJ Hero, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, aside from a brief comeback in 2015.

Titles such as Clone Hero and Fortnite Festival have maintained the community active, and there’s expectations of something from the founders in development. Recently formed developers has entered production on their first rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers ready to embrace a new entry in the spirit of the classic?

“We thought such titles could be similar to sports games where you can update every year,” he remarks. “There’s so much new music it could remain perennially popular, thus I remain hopeful. There’s no reason for it to persist with new generations.”

LA
Written by

Laura Alexander

Elena Marchetti is a business strategist and writer, specializing in entrepreneurship and leadership.

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