Marking 20 years since Guitar Hero debuted in North America, providing everyday gamers the means to feel like a rock star. Not in reality, though you'd be hard-pressed telling that anyone who's mastered Free Bird’s lengthy instrumental break before a packed crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow coloured notes moving along the screen in time with a song. Every sequence corresponded to specific notes, producing the sensation of a genuine live show.
Harmonix had already experimented with rhythm games prior to teaming up with RedOctane, which was purchased by the gaming giant during the mid-2000s. Together, they laid the groundwork for an unlikely massively profitable series that had a remarkable impact on numerous of the artists included, showcasing decades-old groups to millions of gaming enthusiasts.
Michael Dornbrook, former COO of Harmonix, remembers the initial financial challenges in securing the songs – even though initial releases mostly used cover versions.
“We rerecorded every song because the dollar figure prohibitive,” he explains. “Even with the publishing rights alone, it was extremely difficult. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when the game took off, and record sales airtime were going up, everyone wanted to participate.”
He continues: “Among the remarkable aspects was the number of parents got in touch and thanked us for introducing their kids to the songs they loved. It evolved into a multigenerational phenomenon.”
Classic Rock Finds a New Audience
Irish blues-rock band one featured act had their track on the 2008 game the popular installment. Guitarist Paul Mahon recalls how the series brought classic rock back into vogue: “Guitar Hero provided a bigger, new demographic. Generally such music was considered music that was past it, however once it got included in the title and teenagers were finding it, abruptly it was cool. This validated the genre, and got rid of the outdated label. It gave our catalog renewed popularity.”
At that time, the band's first record remained not available stateside, so Guitar Hero was a key medium for exposure for the band during their a North American tour supporting AC/DC. “The roadies had on Never Too Late during travel, and several recognized us from Guitar Hero,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Rock’s heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others starring in dedicated game editions that focused on each band’s catalogue and related lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the band greater revenue compared to their studio albums. It sold well over 500,000 copies upon release, and demand for their songs rose of up to 40% during an era as the industry was already collapsing.
The series continues to inspire quick-handed fanaticism among its fans. Earlier this year, a streamer achieved a remarkable feat featuring the challenging track – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay but an array of personalization features. The song is difficult enough on expert mode, let alone played at double speed and without missing a single one of its near 4,000 notes. They stated it took months of practice of practice.
“The game is a fun, imaginary experience. Just as with other games, that doesn’t mean you ought to use actual weapons and enlist,” notes musician Herman Li.
DragonForce previously completed a successful tour before Through the Fire and Flames appeared in the third game, but Li says it made them a household name. “I remember our distributors informing us that our records were moving rapidly,” he says. “Popularity surged when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility from Guitar Hero proved so vast that it threatened to eclipsing all other accomplishments. Recently, the track was used in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” he admits. “Should you just hear a single track, that's fine – each person has their own musical journey and I’m glad we’ve been part in fans' experiences”.
The Lasting Impact of a Iconic Controller
The best marketing, be it for automobiles, clothes or games, goes further mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “The excitement of being a rock star in the spotlight. Since the beginning, the creators felt that humans have a natural human desire to create songs, and their goal was to use technology to allow people to participate”.
The majority installments came out in just a half-decade between 2005 and 2010, including spin-offs such as the DJ version, including a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments died down, aside from a brief comeback in 2015.
Titles like the fan project and Fortnite Festival have kept the community active, and there’s expectations of a new product from the original publisher in development. A new studio has entered production on its debut music game. Original co-founders are participating as special advisers. Are gamers ready to embrace a new entry following Guitar Hero?
“Our team believed those games could be like Madden where you can releases,” he remarks. “With abundant fresh tracks it could remain perennially popular, thus I remain optimistic. It's entirely possible for it to continue with new generations.”