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The Iconic Game Celebrates 20 Years – How a Plastic Axe United the Gap Among Music Fans

Marking two decades since Guitar Hero first launched in North America, offering players everywhere the opportunity to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who's nailed the epic four-minute instrumental break before a packed crowd of friends.

Created by Harmonix, the game gave players a plastic guitar peripheral to follow on-screen cues moving along the display synchronized to the music. Each riff mimicked specific notes, producing the feel of an authentic live show.

Harmonix previously tried its hand with rhythm games prior to teaming up with the publisher, which was acquired by the gaming giant in 2006. Collaboratively, they established the foundations for an unlikely massively profitable franchise that had a remarkable influence for many musicians included, showcasing decades-old bands to a new generation of younger players.

Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles in securing the songs – even though the first two games primarily featured rerecorded tracks.

“We reproduced all the music since the dollar figure was so high,” he says. “Even with the necessary permissions by themselves, it was extremely difficult. We couldn’t get acts such as the Who – RedOctane had virtually no money, and our team was fairly certain it would fail. However, when the game took off, album purchases and radio play increased, everyone wanted to participate.”

He continues: “One of the remarkable aspects was the number of parents got in touch expressing gratitude for introducing their children to the songs they loved. It evolved into a multigenerational phenomenon.”

Classic Rock Gains a New Audience

Northern Irish blues-rock band the Answer included Never Too Late on the 2008 game the popular installment. Lead musician the artist remembers how the series brought classic rock back into vogue: “The game provided a bigger, younger audience. Generally this had been seen as music that was past it, but then when it was included in the title young people discovered it, abruptly it became trendy. This validated the genre, and got rid of the outdated tag. It gave our catalog a new life.”

In 2008, the Answer’s first record was still unreleased in the US, so the game served as a primary platform for exposure for the band during their a North American tour supporting AC/DC. “The roadies were playing the song on the tour bus, and some of them knew us thanks to the game,” he notes.

Rock’s Heavyweight Spin-offs Enduring Impact

Music's heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles centered around their music collections and associated stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the band greater revenue than any of their studio albums. It moved more than 500,000 units in its first week, and demand for their songs rose significantly during an era when the music business faced decline.

Guitar Hero continues to inspire quick-handed dedication within the community. Earlier this year, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through the game – using a fan-made version, a freeware game with similar gameplay but an array of customisation options. This track is challenging enough on expert mode, not to mention played at increased tempo and without missing every one of its near 4,000 notes. The streamer claimed it took months of practice to accomplish.

“Guitar Hero is a fun, fantasy thing. If you play other games, that doesn’t mean you should pick up actual weapons and enlist,” notes DragonForce guitarist Herman Li.

The band previously completed a profitable run before their hit appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I recall the record label informing us that we were records were moving like crazy,” he shares. “It exploded on the subsequent tour, and we performed right ahead of top acts at the event.”

In fact, the band's visibility from Guitar Hero proved so vast that it has risked overshadow everything else the band has done. Last year, the track featured in promotional material for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” Li says. “Should you just listen to 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 Impact from the Plastic Guitar

Top-tier marketing, be it for automobiles, clothes or games, extends beyond than selling something – it evokes a desire. Was the game able to harness this? “Precisely what our team trying to create,” Dornbrook says. “The excitement of performing as a music icon on the stage. From day one, the creators felt that there’s an instinctive urge to create songs, and their goal was to leverage innovation to allow people to do it”.

The majority installments came out in just a half-decade from 2005 to 2010, including derivative titles like DJ Hero, including a turntable controller, and the band-focused game. After that, corporate focus on peripherals waned, except for a short-lived revival in 2015.

Titles like Clone Hero and newer releases have kept the scene active, with set to be a new product from the founders on the way. Recently formed developers has entered production on their first music game. Original co-founders are both involved in advisory roles. Is the world prepared to welcome another game in the spirit of Guitar Hero?

“Our team believed 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, thus I remain hopeful. There’s no reason why it can’t continue with new generations.”

LB
Written by

Lauren Baldwin

A productivity consultant specializing in gamification strategies and workplace optimization techniques.

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