Guitar Hero at 20 – How a Plastic Axe Bridged Generations Among Music Generations
It has been two decades since the legendary game debuted across the Atlantic, giving players everywhere the tools to feel like a rock star. Not in reality, but try convincing anyone who's mastered Free Bird’s lengthy instrumental break in front of a packed living-room audience.
Developed by Harmonix, the game provided users with a guitar-shaped controller to match coloured notes moving along the display synchronized to the music. Each riff corresponded to particular chords, creating the sensation of a genuine performance.
The studio previously tried its hand in the music genre before partnering with the publisher, which was purchased by Activision during the mid-2000s. Together, they laid the groundwork for a surprising billion-dollar franchise which made a remarkable impact on numerous musicians included, showcasing decades-old groups to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, recalls the early financial challenges in securing the songs – even though initial releases primarily featured rerecorded tracks.
“We reproduced every song since the cost was so high,” he explains. “Despite having the publishing rights alone, it was extremely difficult. We couldn’t get bands like the Who – the publisher had virtually no money, and we were pretty convinced it would fail. But once the game became a hit, 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 exposing their children to the songs they loved. It became a multigenerational thing.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series brought older hits to the forefront: “The game offered a larger, new demographic. Generally this had been considered music that was past it, however once it got featured on the title and teenagers were finding it, suddenly it was cool. That legitimised the genre, eliminating the ‘dad rock’ tag. It gave all our music a new life.”
At that time, the band's debut album was still not available in the US, meaning the game was a key medium for exposure for the band during their US tour opening for the rock giants. “The roadies were playing the song on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Impact
Rock’s heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized game editions centered around each band’s catalogue and associated stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the band more money compared to their studio albums. It moved more than half a million copies upon release, while sales of their songs saw an increase of up to 40% at a time when the music business faced decline.
Guitar Hero continues to inspire quick-handed dedication within the community. Recently, a streamer achieved a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem made popular by the game – using a fan-made version, a freeware game with almost identical gameplay and extensive customisation options. The song is difficult enough on expert mode, let alone played at double speed and without missing every one of its near 4,000 notes. The streamer claimed it took months of practice to accomplish.
“The game offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you should pick up a real gun and enlist,” notes DragonForce guitarist the artist.
The band had already completed a successful tour when their hit appeared in the third game, yet he explains it turned them into widely recognized. “I recall our distributors calling to tell me that we were selling albums like crazy,” he shares. “It exploded when we next toured, and we were playing just before top acts on the Mayhem festival.”
In fact, the band's visibility from Guitar Hero was so immense that it has risked eclipsing all other the band has done. Last year, the song featured in promotional material for a major film. “In the past I thought 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 musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Legacy from the Iconic Controller
Top-tier marketing, be it for automobiles, apparel or video games, extends beyond mere transactions – it evokes a longing. Was the game able to tap into that? “Precisely 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 urge to make music, and they wanted to use technology to allow people to participate”.
The majority installments came out over a mere half-decade between 2005 and 2010, including spin-offs like DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, aside from a short-lived revival in 2015.
Titles like the fan project and Fortnite Festival have maintained the scene alive, with expectations of a new product from the founders in development. Recently formed developers has begun production on their first music game. The initial creators are participating as special advisers. Are gamers prepared to welcome another game following the classic?
“We thought such titles might become similar to sports games where you can update every year,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, so I’ve always been hopeful. There’s no reason for it to continue with new generations.”