It has been 20 years since the legendary game hit the market in North America, providing everyday gamers the opportunity to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing someone who has mastered Free Bird’s four-minute guitar solo before an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues scrolling down the display in time with a song. Every sequence corresponded to specific notes, creating the sensation of an authentic performance.
Harmonix had already experimented with rhythm games before partnering with RedOctane, later purchased by Activision in 2006. Together, they established the groundwork for an unlikely billion-dollar series which made a remarkable impact for many musicians included, introducing classic groups to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer of Harmonix, remembers the early financial challenges of licensing the songs – even though initial releases mostly used cover versions.
“We rerecorded all the music because the dollar figure prohibitive,” he says. “Despite having the necessary permissions alone, it was nearly impossible. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when the game took off, and record sales and radio play were going up, everyone wanted to be in.”
He continues: “One of the amazing things was the number of parents reached out and thanked us for introducing their children to the songs they loved. It evolved into an intergenerational phenomenon.”
Classic Rock Gains Younger Fans
Northern Irish group the Answer included Never Too Late in the 2008 release the popular installment. Guitarist the artist recalls the way the game revived older hits to the forefront: “The game provided a bigger, new demographic. Generally this had been considered music that was past it, however once it got included in the game young people discovered it, suddenly it became trendy. That legitimised it, and got rid of the outdated tag. It gave all our music a new life.”
In 2008, the Answer’s first record was still unreleased in the US, meaning the game was a key medium for exposure for the band during their a North American tour opening for AC/DC. “The roadies were playing Never Too Late during travel, and some of them knew us thanks to the game,” he notes.
Major Band Titles and Lasting Influence
Music's heavyweight names soon took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in specialized spin-off titles centered around their music collections and associated stories, imagery and legendary status. In the case of, the Aerosmith edition, it was said earned the group greater revenue compared to their records. It sold more than 500,000 units upon release, while sales of Aerosmith’s music rose of up to 40% at a time when the music business was already collapsing.
Guitar Hero continues to inspire nimble-fingered dedication within the community. Earlier this year, an online personality achieved a remarkable feat featuring the challenging track – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive personalization features. This track is challenging enough on the hardest setting, let alone played at increased tempo and without missing every one of the thousands of cues. They stated it took nine months to accomplish.
“The game offers a, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up a real gun and enlist,” says musician Herman Li.
DragonForce previously completed a successful tour before their hit was featured in the third game, yet he explains it turned them into a household name. “I remember the record label informing us that we were selling albums rapidly,” he says. “Popularity surged when we next toured, and we were playing just before the headliners on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game proved so vast that it threatened to overshadow everything else accomplishments. Last year, the track featured in promotional material for Despicable Me 4. “Previously I thought otherwise, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact from the Iconic Controller
The best marketing, whether it’s for cars, clothes or games, goes further than selling something – it inspires a longing. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of being a music icon in the spotlight. Since the beginning, the co-founders believed there’s an instinctive human desire to make music, and they wanted to use technology to enable everyone to participate”.
Most installments were released over a mere five-year period between 2005 and 2010, including spin-offs such as DJ Hero, including a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, except for a short-lived revival in 2015.
Titles such as the fan project and newer releases have maintained the community active, with expectations of something from the founders on the way. Recently formed developers has entered work on their first rhythm-based title. Original co-founders are participating in advisory roles. Is the world ready to embrace a new entry following Guitar Hero?
“Our team believed those games might become like Madden allowing annual releases,” he remarks. “With abundant fresh tracks it could remain evergreen, so I’ve always been optimistic. There’s no reason why it can’t persist with new generations.”