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Guitar Hero Celebrates 20 Years – The Plastic Guitar That United Generations Between Rock Fans

It has been 20 years after Guitar Hero debuted in North America, offering everyday gamers the means to feel like a rock star. Figuratively speaking, but try convincing someone who's nailed Free Bird’s four-minute instrumental break before an enthusiastic crowd of friends.

Created by the developers, the game gave players a plastic guitar peripheral to match coloured notes scrolling down the screen in time with a song. Every sequence mimicked particular chords, producing the sensation of an authentic performance.

Harmonix previously experimented in the music genre prior to teaming up with RedOctane, which was purchased by the gaming giant in 2006. Collaboratively, they laid the groundwork for an unlikely massively profitable franchise which made a remarkable impact for many of the artists featured, introducing classic bands to millions of younger players.

A former executive, ex-chief operating officer from the developer, remembers the early budgetary hurdles of licensing the recordings – even though initial releases mostly used cover versions.

“We rerecorded every song because the dollar figure was so high,” he says. “Despite having the necessary permissions alone, it proved extremely difficult. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when the game took off, album purchases airtime increased, everyone wanted to be in.”

He continues: “One of the remarkable aspects was how many parents got in touch and thanked us for exposing their children to the songs they loved. It became a multigenerational phenomenon.”

Classic Rock Finds Younger Fans

Irish blues-rock band the Answer included Never Too Late in the 2008 release the popular installment. Guitarist the artist recalls how the series revived classic rock back into vogue: “The game offered a bigger, younger audience. Typically such music was considered music that was past it, but then once it got included in the title young people discovered it, abruptly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ label. It provided our catalog a new life.”

At that time, the Answer’s first record was still unreleased in the US, meaning Guitar Hero served as a primary platform for exposure for the group during their US tour opening for AC/DC. “The roadies were playing Never Too Late on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.

Major Band Spin-offs Enduring Impact

Music's heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and others starring in specialized game editions centered around their music collections and associated stories, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the band more money compared to their records. It sold well over 500,000 copies in its first week, while sales of their songs rose of up to 40% at a time when the music business faced decline.

The series still motivates nimble-fingered dedication within the community. Recently, a streamer completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem popularized through the game – on Clone Hero, a freeware game with almost identical mechanics but an array of personalization features. This track is difficult enough on expert mode, let alone performed at increased tempo and without missing a single one of its near 4,000 notes. They claimed requiring nine months to accomplish.

“Guitar Hero is a fun, imaginary experience. If you play other games, that doesn’t mean you ought to pick up actual weapons and enlist,” notes musician Herman Li.

The band had already wrapped up a profitable run before Through the Fire and Flames was featured in the third game, yet he explains it made them widely recognized. “I recall our distributors informing us that our records were moving rapidly,” he says. “It exploded on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”

Indeed, DragonForce’s exposure via the game was so immense that it threatened to eclipsing everything else the band has done. Last year, the track featured in promotional material for Despicable Me 4. “Previously I thought differently, but now I accept it,” he admits. “Should you just hear one DragonForce song, that's fine – everyone’s got their own musical journey and I'm pleased we played a role of people’s lives”.

The Lasting Impact of a Plastic Guitar

The best promotion, whether it’s for automobiles, clothes or video games, goes further mere transactions – it evokes a longing. Was the game able to tap into that? “Precisely what we were trying to create,” Dornbrook says. “The excitement of being a rock star on the stage. From day one, the creators felt that there’s an instinctive urge to make music, and they wanted to use technology to enable everyone to do it”.

Most of Guitar Hero games were released in just a five-year period between 2005 and 2010, featuring spin-offs such as DJ Hero, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest on peripherals died down, except for a brief comeback several years later.

Titles such as Clone Hero and newer releases have kept the community alive, and there’s expectations of a new product from the founders in development. A new studio has begun production on their first rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome a new entry following Guitar Hero?

“We thought such titles might become like Madden allowing annual update every year,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, thus I remain optimistic. It's entirely possible why it can’t continue with new generations.”

By

Karen Johnson

Sustainability expert and packaging industry innovator with a passion for eco-friendly solutions.

KMB Blog

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