Guitar Hero Turns 20 – The Plastic Guitar That United the Gap Among Rock Generations
Marking 20 years after Guitar Hero debuted in North America, giving everyday gamers the opportunity to feel like a rock star. Not literally, but try convincing anyone who's mastered Free Bird’s lengthy instrumental break in front of an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match coloured notes scrolling down the screen synchronized to a song. Each riff corresponded to particular chords, producing the sensation of an authentic performance.
Harmonix had already tried its hand in the music genre before partnering with RedOctane, later purchased by the gaming giant in 2006. Together, they laid the groundwork for an unlikely massively profitable franchise that had a remarkable impact on numerous musicians featured, introducing decades-old groups to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early budgetary hurdles of licensing the recordings – even though initial releases mostly used rerecorded tracks.
“We rerecorded every song because the dollar figure was so high,” he explains. “Even with the necessary permissions alone, it was nearly impossible. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. But once Guitar Hero became a hit, and record sales and radio play were going up, everyone wanted to be in.”
He adds: “Among the remarkable aspects was the number of parents reached out expressing gratitude for exposing their kids to the music they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Northern Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls the way the game revived older hits back into vogue: “The game provided a bigger, new demographic. Generally such music was considered outdated material, but then once it got featured on the game young people discovered it, suddenly it became trendy. That legitimised it, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”
In 2008, the Answer’s debut album was still not available in the US, meaning the game was a key medium for exposure for the group as they went on a North American tour supporting AC/DC. “Their crew were playing Never Too Late on the tour bus, and several knew us thanks to the game,” Mahon says.
Major Band Spin-offs Enduring Influence
Rock’s biggest acts quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around each band’s catalogue and related stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the group greater revenue compared to their studio albums. It sold well over half a million copies in its first week, and demand for their songs saw an increase of up to 40% during an era when the music business was already collapsing.
The series continues to inspire nimble-fingered dedication among its fans. Recently, an online personality completed a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar mechanics and extensive personalization features. The song is difficult enough on expert mode, not to mention performed at double speed while hitting a single one of the thousands of cues. They stated requiring nine months of practice.
“Guitar Hero is a fun, fantasy thing. If you play other games, it doesn't imply you should pick up actual weapons and enlist,” says DragonForce guitarist Herman Li.
DragonForce previously wrapped up a profitable run when their hit appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I recall our distributors informing us that our selling albums rapidly,” he shares. “It exploded when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game was so immense that it has threatened to overshadow all other accomplishments. Recently, the song featured in a trailer for Despicable Me 4. “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 – each person has a unique path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Legacy from the Plastic Guitar
The best marketing, whether it’s for automobiles, apparel or video games, extends beyond than selling something – it evokes a longing. Was the game able to tap into that? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of being a music icon on the stage. Since the beginning, the co-founders believed there’s an instinctive urge to create songs, and their goal was to leverage innovation to enable everyone to do it”.
Most installments came out over a mere five-year period between 2005 and 2010, featuring spin-offs such as DJ Hero, including a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments died down, except for a short-lived revival several years later.
Games such as Clone Hero and newer releases have kept the scene active, and there’s expectations of something from the original publisher on the way. Recently formed developers has entered production on their first music game. The initial creators are participating in advisory roles. Is the world prepared to welcome another game in the spirit of the classic?
“We thought such titles might become similar to sports games where you can releases,” Dornbrook says. “With abundant new music it could remain perennially popular, so I’ve always been hopeful. There’s no reason for it to persist with new generations.”