It has been two decades after Guitar Hero first launched in North America, giving everyday gamers the opportunity to become a rock star. Not in reality, but try convincing anyone who's nailed Free Bird’s lengthy instrumental break before a packed crowd of friends.
Developed by Harmonix, the game provided users with a guitar-shaped controller to match on-screen cues scrolling down the screen synchronized to the music. Every sequence corresponded to specific notes, creating the sensation of a genuine live show.
Harmonix previously experimented with rhythm games prior to teaming up with the publisher, which was purchased by the gaming giant in 2006. Together, they established the foundations for an unlikely massively profitable series that had a remarkable impact on numerous musicians included, introducing decades-old groups to millions of younger players.
Michael Dornbrook, ex-chief operating officer from the developer, remembers the early budgetary hurdles in securing the recordings – even though the first two games primarily featured cover versions.
“We rerecorded all the music since the cost prohibitive,” he explains. “Despite having the publishing rights by themselves, it was nearly impossible. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and we were fairly certain the project would flop. But once the game took off, and record sales airtime increased, all artists desired to participate.”
He continues: “One of the amazing things was the number of mothers and fathers got in touch expressing gratitude for exposing their children to the music they adored. It evolved into an intergenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish blues-rock band one featured act had their track in the 2008 release the popular installment. Lead musician Paul Mahon recalls the way the game brought older hits back into vogue: “Guitar Hero offered a larger, younger audience. Typically this had been considered music that was past it, however when it was included in the game young people discovered it, abruptly it was cool. This validated the genre, eliminating the ‘dad rock’ tag. It provided all our music a new life.”
In 2008, the band's debut album was still not available in the US, meaning the game was a key medium 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 several knew us thanks to the game,” he notes.
Major Band Titles and Lasting Influence
Music's biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in dedicated game editions centered around each band’s catalogue and associated lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the band greater revenue compared to their studio albums. It moved more than half a million units in its first week, and demand for their songs saw an increase of up to 40% at a time as the industry was already collapsing.
Guitar Hero continues to inspire nimble-fingered fanaticism among its fans. Recently, a streamer completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a freeware game with similar mechanics and extensive customisation options. The song is challenging enough on expert mode, not to mention performed at double speed while hitting a single one of its near 4,000 notes. They stated it took months of practice of practice.
“The game is a fun, fantasy thing. Just as with other games, that doesn’t mean you should pick up a real gun and enlist,” says DragonForce guitarist Herman Li.
The band had already wrapped up a profitable run when their hit was featured on Guitar Hero III, yet he explains it made them a household name. “I remember our distributors informing us that our records were moving like crazy,” he shares. “It exploded when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure via the game proved so vast that it has threatened to eclipsing everything else the band has done. Last year, the song featured in promotional material for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” Li says. “If you only listen to a single track, that's fine – each person has their own musical journey and I’m glad we played a role of people’s lives”.
Enduring Impact from the Plastic Guitar
The best marketing, be it for cars, apparel or video games, extends beyond mere transactions – it evokes a desire. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. Since the beginning, the co-founders believed humans have a natural urge to create songs, and their goal was to use technology to allow people to participate”.
The majority installments came out in just a five-year period from 2005 to 2010, including spin-offs such as DJ Hero, including a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments died down, aside from a short-lived revival in 2015.
Games such as Clone Hero and newer releases have kept the scene alive, with set to be something from the original publisher in development. Recently formed developers has begun production on its debut music game. The initial creators are participating as special advisers. Is the world ready to embrace a new entry following Guitar Hero?
“We thought those games might become similar to sports games allowing annual update every year,” he remarks. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. It's entirely possible for it to continue for future fans.”