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Guitar Hero at 20 – The Plastic Guitar That United the Gap Among Music Fans

It has been 20 years since the legendary game debuted in North America, giving everyday gamers the means to feel like rock legends. Figuratively speaking, though you'd be hard-pressed telling that anyone who's nailed the epic four-minute instrumental break in front of an enthusiastic crowd of friends.

Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes scrolling down the display in time with a song. Each riff corresponded to particular chords, creating the sensation of a genuine live show.

Harmonix previously tried its hand in the music genre prior to teaming up with RedOctane, later acquired by the gaming giant during the mid-2000s. Together, they established the groundwork for a surprising billion-dollar franchise which made a remarkable impact for many musicians featured, showcasing classic bands to millions of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial financial challenges in securing the songs – despite the fact initial releases mostly used cover versions.

“We rerecorded all the music since the dollar figure prohibitive,” he explains. “Despite having the necessary permissions by themselves, it proved nearly impossible. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. However, when Guitar Hero became a hit, album purchases airtime increased, all artists desired to be in.”

He adds: “One of the amazing things was how many mothers and fathers got in touch expressing gratitude for exposing their children to the songs they loved. It evolved into an intergenerational phenomenon.”

Timeless Music Gains a New Audience

Irish blues-rock band one featured act had their track on the 2008 game the popular installment. Guitarist the artist recalls the way the game brought older hits back into vogue: “Guitar Hero offered a bigger, younger audience. Generally this had been considered music that was past it, however when it was featured on the title and teenagers were finding it, abruptly it was cool. That legitimised the genre, eliminating the outdated tag. It provided all our music renewed popularity.”

In 2008, the band's first record was still not available in the US, so Guitar Hero served as a primary platform for exposure for the band during their a North American tour supporting AC/DC. “The roadies were playing Never Too Late on the tour bus, and several recognized us from Guitar Hero,” he notes.

Rock’s Heavyweight Spin-offs and Lasting Impact

Music's biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in specialized spin-off titles centered around their music collections and related lore, visuals and legendary status. For example, the Aerosmith edition, it was said earned the band greater revenue than any of their records. It sold well over 500,000 units in its first week, and sales of their songs rose of up to 40% at a time as the industry was already collapsing.

The series continues to inspire nimble-fingered fanaticism within the community. Recently, an online personality achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a freeware game with similar mechanics but an array of customisation options. This track is difficult enough on the hardest setting, let alone performed at double speed and without missing every one of the thousands of cues. They claimed it took months of practice of practice.

“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to use a real gun and go to war,” notes DragonForce guitarist the artist.

DragonForce had already wrapped up a profitable run when Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them widely recognized. “I recall our distributors calling to tell me that we were selling albums rapidly,” he says. “Popularity surged when we next toured, and we were playing right ahead of the headliners on the Mayhem festival.”

Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has risked overshadow everything else accomplishments. Recently, the song featured in a trailer for a major film. “In the past I thought differently, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, that's fine – each person has their own musical journey and I'm pleased we played a role in fans' experiences”.

Enduring Legacy of a Plastic Guitar

The best marketing, be it for cars, apparel or video games, goes further mere transactions – it inspires a desire. Was the game able to tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of performing as a music icon on the stage. Since the beginning, the co-founders felt that there’s an instinctive urge to create songs, and their goal was to leverage innovation to enable everyone to do it”.

Most of Guitar Hero games were released in just a half-decade between 2005 and 2010, featuring spin-offs like the DJ version, including a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals died down, except for a short-lived revival several years later.

Titles such as the fan project and newer releases have maintained the scene alive, and there’s set to be a new product from the founders on the way. A new studio has entered work on its debut music game. Original co-founders are participating as special advisers. Are gamers prepared to welcome another game in the spirit of Guitar Hero?

“We thought such titles might become similar to sports games where you can update every year,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been hopeful. It's entirely possible for it to persist for future fans.”

CM
By

Christopher Morgan

A gaming industry analyst with a passion for casino technology and player psychology.

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