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Guitar Hero at 20 – How a Plastic Axe United Generations Between Rock Fans

It has been two decades after the legendary game first launched in North America, giving everyday gamers the means to feel like rock legends. Figuratively speaking, though you'd be hard-pressed convincing someone who's mastered Free Bird’s four-minute guitar solo before an enthusiastic living-room audience.

Created by Harmonix, the game provided users with a guitar-shaped controller to match on-screen cues scrolling down the display synchronized to a song. Each riff corresponded to specific notes, producing the feel of an authentic performance.

The studio had already experimented in the music genre before partnering with RedOctane, later acquired by the gaming giant in 2006. Collaboratively, they established the foundations for a surprising billion-dollar series which made a significant impact on numerous of the artists featured, showcasing decades-old groups to millions of gaming enthusiasts.

A former executive, former COO from the developer, recalls the initial budgetary hurdles in securing the songs – even though initial releases primarily featured cover versions.

“We rerecorded all the music since the dollar figure prohibitive,” he explains. “Even with the publishing rights alone, it was extremely difficult. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when Guitar Hero took off, album purchases and radio play were going up, all artists desired to participate.”

He continues: “Among the remarkable aspects was the number of parents reached out expressing gratitude for exposing their kids to the music they loved. It evolved into a multigenerational thing.”

Timeless Music Finds Younger Fans

Northern Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series revived older hits back into vogue: “The game offered a larger, new demographic. Generally such music was seen as music that was past it, but then once it got featured on the title young people were finding it, abruptly it became trendy. That legitimised it, eliminating the outdated label. It gave our catalog renewed popularity.”

At that time, the Answer’s debut album remained not available stateside, so Guitar Hero served as a primary platform for exposure for the band during their US tour supporting the rock giants. “The roadies were playing Never Too Late on the tour bus, and some of them knew us thanks to the game,” Mahon says.

Rock’s Heavyweight Titles Enduring Impact

Music's biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on each band’s catalogue and related stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the band greater revenue than any of their records. It sold more than 500,000 copies upon release, and sales of their songs rose of up to 40% at a time when the music business was already collapsing.

Guitar Hero still motivates nimble-fingered dedication within the community. Recently, a streamer completed a remarkable feat featuring the challenging track – an infamously tough power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics and extensive customisation options. The song is difficult enough on the hardest setting, not to mention performed at double speed and without missing every one of the thousands of cues. They stated requiring nine months of practice.

“The game offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you should use a real gun and go to war,” notes DragonForce guitarist Herman Li.

The band had already wrapped up a successful tour when Through the Fire and Flames was featured in the third game, but Li says it made them a household name. “I remember the record label informing us that our selling albums rapidly,” he says. “Popularity surged when we next toured, and we were playing just before the headliners on the Mayhem festival.”

Indeed, the band's visibility from Guitar Hero was so immense that it has threatened to overshadow everything else the band has done. Recently, the track featured in a trailer for a major film. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “If you only listen to a single track, it’s totally cool – everyone’s got a unique path in music and I'm pleased we played a role in fans' experiences”.

Enduring Legacy from the Plastic Guitar

Top-tier marketing, be it for automobiles, clothes or games, extends beyond mere transactions – it evokes a longing. Was the game able to harness this? “Precisely what we were trying to create,” he confirms. “That thrill of being a music icon on the stage. From day one, the creators believed humans have a natural urge to make music, and their goal was to leverage innovation to enable everyone to participate”.

The majority installments came out over a mere five-year period between 2005 and 2010, including derivative titles like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments waned, except for a brief comeback several years later.

Titles such as the fan project and newer releases have maintained the scene alive, with expectations of something from the founders on the way. Recently formed developers has entered production on its debut rhythm-based title. The initial creators are participating in advisory roles. Is the world prepared to welcome another game following the classic?

“We thought such titles might become like Madden where you can update every year,” he remarks. “There’s so much new music that it could be perennially popular, thus I remain hopeful. There’s no reason why it can’t continue with new generations.”

The writer

David Gordon

Lena is an experienced educational consultant with over a decade of expertise in curriculum development and teacher training.

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