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Guitar Hero at 20 – How a Plastic Axe Bridged the Gap Among Rock Fans

Marking 20 years since Guitar Hero debuted in North America, giving players everywhere the tools to become a rock star. Figuratively speaking, but try convincing anyone who has mastered Free Bird’s four-minute guitar solo before an enthusiastic crowd of friends.

Created by the developers, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes scrolling down the screen in time with the music. Each riff corresponded to particular chords, creating the feel of a genuine live show.

Harmonix had already tried its hand in the music genre before partnering with the publisher, later purchased by Activision during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely massively profitable series which made a significant impact on numerous musicians included, introducing classic bands to a new generation of younger players.

A former executive, ex-chief operating officer of Harmonix, recalls the initial financial challenges of licensing the songs – even though initial releases mostly used cover versions.

“We reproduced every song because the cost was so high,” he explains. “Even with the necessary permissions by themselves, it was nearly impossible. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and our team was fairly certain it would fail. But once Guitar Hero became a hit, and record sales airtime increased, all artists desired to participate.”

He adds: “One of the amazing things was how many parents reached out expressing gratitude for introducing their children to the songs they adored. It evolved into an intergenerational phenomenon.”

Timeless Music Finds Younger Fans

Irish group the Answer had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series brought older hits to the forefront: “Guitar Hero provided a bigger, younger audience. Generally such music was seen as outdated material, however when it was featured on the title young people discovered it, abruptly it was cool. This validated the genre, and got rid of the ‘dad rock’ label. It gave our catalog renewed popularity.”

In 2008, the Answer’s first record was still not available in the US, so Guitar Hero was a key medium of discovery for the group during their US tour supporting AC/DC. “The roadies had on Never Too Late during travel, and some of them recognized us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Titles and Lasting Influence

Rock’s biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated game editions centered around their music collections and associated stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the band greater revenue compared to their records. It moved well over 500,000 units in its first week, while demand for their songs rose significantly during an era as the industry faced decline.

Guitar Hero continues to inspire nimble-fingered fanaticism within the community. Recently, a streamer achieved an impressive attempt featuring the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with similar mechanics but an array of personalization features. This track is challenging even in the hardest setting, not to mention played at increased tempo and without missing every one of its near 4,000 notes. They claimed it took months of practice of practice.

“The game offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you should pick up a real gun and enlist,” notes DragonForce guitarist Herman Li.

DragonForce previously completed a profitable run when their hit was featured on Guitar Hero III, but Li says it made them widely recognized. “I remember the record label informing us that our records were moving rapidly,” he says. “Popularity surged when we next toured, and we performed just before the headliners at the event.”

In fact, the band's visibility from Guitar Hero proved so vast that it risked overshadow all other the band has done. Last year, the song was used in promotional material for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “If you only listen to a single track, it’s totally cool – each person has their own path in music and I'm pleased we’ve been part in fans' experiences”.

The Lasting Legacy of a Plastic Guitar

Top-tier marketing, be it for automobiles, apparel or games, goes further mere transactions – it evokes a longing. Was the game able to harness this? “Precisely what our team trying to create,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. From day one, the co-founders believed there’s an instinctive human desire to create songs, and they wanted to leverage innovation to allow people to do it”.

Most installments came out in just a half-decade from 2005 to 2010, including spin-offs such as the DJ version, complete with a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, except for a brief comeback in 2015.

Titles such as the fan project and Fortnite Festival have maintained the community alive, with expectations of a new product from the founders on the way. A new studio 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 Guitar Hero?

“Our team believed such titles could be like Madden where you can update every year,” he remarks. “With abundant fresh tracks it could remain evergreen, so I’ve always been hopeful. It's entirely possible why it can’t persist with new generations.”

Written by

Kimberly Frazier

Elara Vance is a lifestyle writer and positivity coach who explores the science and stories behind luck and fortune.

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