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Guitar Hero Turns 20 – How a Plastic Axe United the Gap Between Music Fans

It has been 20 years after Guitar Hero first launched in North America, offering players everywhere the means to become a rock star. Not in reality, but try telling that someone who has nailed the epic four-minute instrumental break before an enthusiastic crowd of friends.

Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes scrolling down the display synchronized to a song. Each riff corresponded to particular chords, creating the feel of an authentic live show.

The studio previously experimented with rhythm games prior to teaming up with the publisher, later purchased by the gaming giant in 2006. Collaboratively, they laid the foundations for an unlikely billion-dollar series that had a remarkable impact for many musicians featured, introducing classic bands to a new generation of younger players.

Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles of licensing the songs – even though initial releases primarily featured cover versions.

“We reproduced every song because the dollar figure prohibitive,” he explains. “Despite having the publishing rights alone, it was extremely difficult. We couldn’t get acts such as the Who – the publisher had virtually no money, and we were fairly certain it would fail. However, when Guitar Hero took off, album purchases and radio play increased, all artists desired to participate.”

He adds: “One of the remarkable aspects was how many parents reached out and thanked us for introducing their kids to the music they adored. It evolved into a multigenerational phenomenon.”

Classic Rock Gains Younger Fans

Northern Irish group one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls the way the game brought older hits back into vogue: “Guitar Hero provided a bigger, younger audience. Generally such music was seen as outdated material, however when it was featured on the game and teenagers were finding it, abruptly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ label. It provided all our music renewed popularity.”

In 2008, the band's debut album was still not available in the US, meaning Guitar Hero was a key medium of discovery for the band as they went on a North American tour opening for the rock giants. “The roadies were playing Never Too Late on the tour bus, and several recognized us from Guitar Hero,” Mahon says.

Major Band Titles and Lasting Impact

Music's heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around their music collections and associated stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the band greater revenue compared to their studio albums. It sold well over 500,000 units upon release, and demand for Aerosmith’s music rose significantly during an era when the music business faced decline.

Guitar Hero still motivates quick-handed fanaticism within the community. Earlier this year, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a no-cost alternative with similar gameplay but an array of customisation options. The song is difficult even in expert mode, let alone played at increased tempo and without missing a single one of the thousands of cues. They claimed it took months of practice to accomplish.

“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you should pick up a real gun and go to war,” notes DragonForce guitarist Herman Li.

The band previously wrapped up a profitable run before Through the Fire and Flames appeared in the third game, but Li says it made them a household name. “I remember our distributors informing us that we were records were moving rapidly,” he shares. “Popularity surged when we next toured, and we were playing just before top acts on the Mayhem festival.”

In fact, the band's visibility via the game was so immense that it threatened to eclipsing everything else the band has done. Last year, the track was used in a trailer for a major film. “In the past I felt otherwise, but now I accept it,” Li says. “Should you just hear one DragonForce song, that's fine – everyone’s got their own musical journey and I'm pleased we played a role in fans' experiences”.

The Lasting Impact from the Plastic Guitar

The best promotion, be it for cars, clothes or video games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of being a music icon on the stage. Since the beginning, the co-founders felt that humans have a natural human desire to make music, and they wanted to use technology to allow people to do it”.

Most installments were released in just a five-year period from 2005 to 2010, including derivative titles like DJ Hero, including a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments waned, except for a short-lived revival in 2015.

Games like the fan project and Fortnite Festival have kept the scene active, with expectations of a new product from the founders in development. A new studio has entered production on its debut rhythm-based title. Original co-founders are both involved as special advisers. Are gamers ready to embrace another game following Guitar Hero?

“Our team believed such titles could be like Madden where you can update every year,” he remarks. “With abundant new music it could remain perennially popular, thus I remain optimistic. It's entirely possible why it can’t continue with new generations.”

DC
About the author

Diana Collins

A seasoned financial analyst with over 15 years of experience in precious metals markets, specializing in UK investment strategies.

Goldra Zone UK

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