Marking 20 years after Guitar Hero hit the market in North America, providing everyday gamers the means to become a rock star. Not literally, but try telling that someone who's nailed Free Bird’s four-minute instrumental break in front of a packed crowd of friends.
Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow coloured notes scrolling down the display in time with the music. Each riff corresponded to particular chords, creating the sensation of a genuine live show.
The studio had already experimented in the music genre before partnering with the publisher, which was purchased by the gaming giant in 2006. Together, they laid the groundwork for an unlikely massively profitable series that had a remarkable impact for many musicians included, showcasing decades-old bands to a new generation of younger players.
Michael Dornbrook, former COO of Harmonix, recalls the initial financial challenges of licensing the songs – even though initial releases mostly used rerecorded tracks.
“We reproduced all the music because the cost was so high,” he says. “Even with the necessary permissions by themselves, it was nearly impossible. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when Guitar Hero took off, and record sales airtime increased, everyone wanted to be in.”
He continues: “One of the amazing things was how many parents got in touch expressing gratitude for introducing their kids to the music they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Gains a New Audience
Northern Irish blues-rock band one featured act included Never Too Late in the 2008 release the popular installment. Guitarist Paul Mahon recalls the way the game brought older hits to the forefront: “Guitar Hero provided a bigger, younger audience. Typically this had been considered outdated material, however when it was included in the game and teenagers discovered it, suddenly it became trendy. That legitimised it, and got rid of the outdated label. It provided our catalog renewed popularity.”
In 2008, the band's first record was still not available stateside, meaning the game served as a primary platform of discovery for the band as they went on a North American tour supporting the rock giants. “The roadies had on the song on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.
Major Band Titles Enduring Influence
Music's heavyweight names quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on each band’s catalogue and associated stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue compared to their records. It moved more than half a million copies upon release, and sales of Aerosmith’s music rose significantly at a time as the industry faced decline.
Guitar Hero still motivates nimble-fingered dedication among its fans. Recently, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with similar mechanics but an array of customisation options. The song is difficult even in the hardest setting, not to mention played at double speed and without missing a single one of the thousands of cues. They claimed requiring nine months to accomplish.
“The game offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to pick up actual weapons and enlist,” says musician the artist.
DragonForce previously wrapped up a profitable run before their hit was featured in the third game, but Li says it turned them into a household name. “I recall the record label informing us that we were selling albums like crazy,” he says. “It exploded when we next toured, and we were playing just before top acts on the Mayhem festival.”
In fact, DragonForce’s exposure via the game proved so vast that it risked overshadow everything else accomplishments. Recently, the track featured in promotional material for a major film. “In the past I felt differently, but now I accept it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – each person has a unique path in music and I'm pleased we’ve been part of people’s lives”.
The Lasting Impact of a Plastic Guitar
Top-tier marketing, whether it’s for cars, clothes or video games, goes further than selling something – it evokes a longing. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive urge to create songs, and they wanted to use technology to enable everyone to participate”.
The majority of Guitar Hero games were released over a mere five-year period between 2005 and 2010, featuring derivative titles like the DJ version, including a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals waned, aside from a brief comeback several years later.
Games like the fan project and newer releases have maintained the community alive, and there’s set to be something from the founders on the way. A new studio has begun production on its debut music game. Original co-founders are participating in advisory roles. Are gamers ready to embrace a new entry following Guitar Hero?
“Our team believed those games could be similar to sports games where you can update every year,” he remarks. “With abundant fresh tracks it could remain evergreen, so I’ve always been hopeful. There’s no reason why it can’t persist with new generations.”