Guitar Hero at 20 – The Plastic Guitar That United the Gap Between Rock Fans
Marking two decades since the legendary game debuted in North America, offering everyday gamers the tools to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing someone who has mastered Free Bird’s four-minute guitar solo in front of a packed crowd of friends.
Developed by the developers, the game provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the screen in time with a song. Every sequence mimicked particular chords, creating the sensation of a genuine performance.
The studio had already experimented in the music genre before partnering with the publisher, later acquired by Activision during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely billion-dollar series that had a significant impact for many musicians included, showcasing classic bands to a new generation of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, recalls the early financial challenges in securing the recordings – even though the first two games primarily featured rerecorded tracks.
“We rerecorded all the music since the dollar figure was so high,” he says. “Despite having the necessary permissions by themselves, it was extremely difficult. We failed to secure acts such as the Who – RedOctane had virtually no money, and we were fairly certain the project would flop. But once the game became a hit, album purchases airtime increased, all artists desired to be in.”
He adds: “Among the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for introducing their children to the music they adored. It became a multigenerational thing.”
Timeless Music Finds Younger Fans
Northern Irish group the Answer included their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game revived classic rock back into vogue: “The game provided a bigger, new demographic. Generally this had been considered outdated material, but then once it got featured on the title and teenagers were finding it, suddenly it was cool. This validated the genre, eliminating the ‘dad rock’ tag. It gave all our music renewed popularity.”
At that time, the Answer’s debut album remained unreleased stateside, so the game was a key medium of discovery for the band during their a North American tour supporting the rock giants. “The roadies had on Never Too Late during travel, and some of them knew us from Guitar Hero,” he notes.
Major Band Spin-offs and Lasting Impact
Rock’s biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around each band’s catalogue and related lore, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the group greater revenue compared to their studio albums. It sold more than half a million units upon release, while sales of their songs saw an increase of up to 40% at a time when the music business faced decline.
The series continues to inspire quick-handed dedication among its fans. Recently, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. This track is challenging even in expert mode, not to mention performed at increased tempo and without missing a single one of its near 4,000 notes. They stated requiring months of practice of practice.
“The game is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to use actual weapons and go to war,” notes DragonForce guitarist the artist.
DragonForce had already completed a profitable run before their hit appeared in the third game, but Li says it turned them into widely recognized. “I recall the record label informing us that we were records were moving rapidly,” he says. “Popularity surged when we next toured, and we were playing right ahead of top acts at the event.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it has threatened to eclipsing everything else the band has done. Recently, the track was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” Li says. “Should you just hear one DragonForce song, it’s totally cool – each person has their own musical journey and I’m glad we played a role of people’s lives”.
The Lasting Impact from the Iconic Controller
Top-tier marketing, be it for cars, apparel or games, goes further than selling something – it evokes a desire. Was the game able to harness this? “Precisely what we were trying to create,” he confirms. “The excitement of being a music icon on the stage. Since the beginning, the co-founders believed humans have a natural human desire to make music, and their goal was to use technology to allow people to participate”.
The majority of Guitar Hero games came out in just a half-decade between 2005 and 2010, including spin-offs such as DJ Hero, including a spinning deck, and Band Hero. After that, the publisher’s interest on peripherals waned, aside from a short-lived revival in 2015.
Games such as Clone Hero and Fortnite Festival have maintained the scene alive, with expectations of a new product from the original publisher on the way. Recently formed developers has begun production on its debut music game. The initial creators are both involved as special advisers. Is the world ready to embrace a new entry following Guitar Hero?
“We thought such titles could be similar to sports games allowing annual update every year,” he remarks. “There’s so much new music that it could be evergreen, thus I remain optimistic. It's entirely possible for it to continue for future fans.”