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Guitar Hero Celebrates 20 Years – The Plastic Guitar That United the Gap Between Music Generations

Marking 20 years since Guitar Hero hit the market in North America, offering players everywhere the tools to feel like a rock star. Not in reality, though you'd be hard-pressed telling that someone who's nailed Free Bird’s four-minute instrumental break before an enthusiastic living-room audience.

Created by the developers, the game provided users with a guitar-shaped controller to follow coloured notes moving along the display in time with a song. Every sequence mimicked particular chords, creating the sensation of a genuine performance.

The studio had already tried its hand in the music genre prior to teaming up with the publisher, later purchased by Activision in 2006. Collaboratively, they laid the foundations for an unlikely massively profitable franchise that had a remarkable influence on numerous of the artists included, showcasing classic groups to millions of gaming enthusiasts.

Michael Dornbrook, former COO of Harmonix, recalls the initial financial challenges in securing the songs – despite the fact initial releases primarily featured cover versions.

“We rerecorded all the music since the dollar figure was so high,” he explains. “Even with the necessary permissions alone, it proved nearly impossible. We failed to secure acts such as the Who – the publisher had virtually no money, and we were pretty convinced the project would flop. But once Guitar Hero took off, and record sales airtime were going up, everyone wanted to be in.”

He continues: “Among the amazing things was the number of mothers and fathers reached out expressing gratitude for introducing their kids to the music they adored. It evolved into a multigenerational thing.”

Timeless Music Finds a New Audience

Irish blues-rock band one featured act had their track on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls how the series revived older hits back into vogue: “The game provided a larger, new demographic. Generally such music was considered music that was past it, but then once it got included in the title and teenagers were finding it, abruptly it became trendy. This validated the genre, eliminating the ‘dad rock’ tag. It gave our catalog renewed popularity.”

At that time, the Answer’s debut album remained unreleased in the US, meaning the game served as a primary platform for exposure for the group as they went on a North American tour opening for AC/DC. “The roadies had on the song on the tour bus, and several recognized us from Guitar Hero,” he notes.

Rock’s Heavyweight Titles Enduring Influence

Rock’s biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around their music collections and associated lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the band greater revenue than any of their records. It sold well over half a million copies in its first week, while demand for their songs rose significantly during an era as the industry was already collapsing.

The series still motivates quick-handed dedication among its fans. Recently, a streamer achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a no-cost alternative with similar mechanics and extensive customisation options. This track is challenging enough on expert mode, not to mention performed at double speed and without missing a single one of the thousands of cues. They stated requiring nine months of practice.

“The game is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to use a real gun and enlist,” notes DragonForce guitarist the artist.

The band previously completed a profitable run when Through the Fire and Flames appeared in the third game, yet he explains it made them widely recognized. “I recall the record label calling to tell me that we were records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of the headliners on the Mayhem festival.”

In fact, DragonForce’s exposure via the game proved so vast that it threatened to eclipsing all other accomplishments. Recently, the song was used in promotional material for Despicable Me 4. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “Should you just listen to a single track, it’s totally cool – each person has their own musical journey and I'm pleased we’ve been part in fans' experiences”.

Enduring Impact of a Plastic Guitar

Top-tier promotion, be it for cars, clothes or video games, goes further than selling something – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of performing as a music icon in the spotlight. Since the beginning, the co-founders believed humans have a natural human desire to create songs, and their goal was to leverage innovation to allow people to do it”.

Most of Guitar Hero games came out in just a five-year period between 2005 and 2010, including spin-offs such as DJ Hero, including a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, except for a short-lived revival several years later.

Titles such as Clone Hero and Fortnite Festival have maintained the scene active, with expectations of something from the original publisher in development. Recently formed developers has entered production on its debut rhythm-based title. The initial creators are both involved as special advisers. Are gamers prepared to welcome a new entry in the spirit of the classic?

“We thought such titles might become similar to sports games allowing annual update every year,” Dornbrook says. “With abundant new music it could remain perennially popular, thus I remain hopeful. There’s no reason why it can’t persist with new generations.”

About the author

Jacob Schwartz

A tech enthusiast and business strategist with over a decade of experience in digital transformation and startup consulting.

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