It has been 20 years after the legendary game first launched across the Atlantic, offering everyday gamers the means to feel like a rock star. Figuratively speaking, but try convincing anyone who has mastered the epic four-minute guitar solo before an enthusiastic living-room audience.
Developed by Harmonix, the game provided users with a guitar-shaped controller to match coloured notes scrolling down the screen synchronized to a song. Every sequence mimicked specific notes, creating the sensation of a genuine live show.
The studio previously experimented with rhythm games before partnering with RedOctane, which was purchased by Activision during the mid-2000s. Together, they established the foundations for an unlikely massively profitable franchise that had a remarkable impact for many musicians featured, introducing decades-old bands to millions of gaming enthusiasts.
Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial financial challenges of licensing the songs – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced every song because the cost was so high,” he explains. “Even with the necessary permissions by themselves, it proved nearly impossible. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain the project would flop. But once Guitar Hero took off, album purchases airtime increased, all artists desired to be in.”
He adds: “Among the remarkable aspects was how many parents reached out expressing gratitude for introducing their children to the music they loved. It evolved into an intergenerational phenomenon.”
Classic Rock Gains Younger Fans
Northern Irish group the Answer included their track on the 2008 game the popular installment. Lead musician the artist remembers the way the game brought classic rock to the forefront: “Guitar Hero offered a bigger, new demographic. Generally this had been considered music that was past it, but then when it was included in the game young people were finding it, suddenly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ tag. It provided our catalog renewed popularity.”
In 2008, the Answer’s debut album remained not available stateside, so the game was a key medium of discovery for the group during their US tour opening for AC/DC. “The roadies were playing the song on the tour bus, and some of them recognized us thanks to the game,” he notes.
Major Band Spin-offs Enduring Impact
Rock’s heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated game editions that focused on their music collections and related stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the group more money than any of their records. It sold well over half a million units upon release, while sales of their songs rose of up to 40% during an era when the music business faced decline.
Guitar Hero continues to inspire quick-handed dedication among its fans. Earlier this year, an online personality completed an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive customisation options. This track is challenging enough on the hardest setting, not to mention played at double speed and without missing every one of the thousands of cues. They stated it took months of practice of practice.
“Guitar Hero is a fun, fantasy thing. If you play other games, that doesn’t mean you should pick up actual weapons and go to war,” notes musician Herman Li.
DragonForce had already completed a successful tour 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 selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed just before the headliners at the event.”
Indeed, DragonForce’s exposure via the game proved so vast that it has threatened to overshadow everything else the band has done. Last year, the track was used in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got their own path in music and I’m glad we’ve been part in fans' experiences”.
The Lasting Impact from the Plastic Guitar
The best marketing, be it for cars, apparel or video games, extends beyond mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of being a music icon in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive urge to create songs, and their goal was to use technology to enable everyone to do it”.
The majority installments came out in just a half-decade between 2005 and 2010, featuring spin-offs such as DJ Hero, including a turntable controller, and Band Hero. After that, corporate focus in plastic instruments died down, except for a brief comeback several years later.
Titles like the fan project and newer releases have kept the scene active, with expectations of a new product from the founders in development. A new studio has begun work on its debut rhythm-based title. The initial creators are both involved in advisory roles. Is the world prepared to welcome another game in the spirit of the classic?
“We thought those games might become similar to sports games allowing annual update every year,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, thus I remain optimistic. There’s no reason why it can’t continue with new generations.”