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The Iconic Game at 20 – How a Plastic Axe Connected Generations Among Music Generations

It has been two decades after Guitar Hero hit the market across the Atlantic, giving players everywhere the means to feel like a rock star. Not in reality, but try telling that someone who's nailed the epic lengthy instrumental break in front of a packed living-room audience.

Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to match coloured notes scrolling down the screen in time with a song. Every sequence corresponded to specific notes, creating the feel of an authentic performance.

The studio had already tried its hand with rhythm games prior to teaming up with the publisher, which was purchased by the gaming giant during the mid-2000s. Together, they laid the groundwork for a surprising massively profitable series that had a significant influence on numerous of the artists included, introducing classic bands to millions of gaming enthusiasts.

Michael Dornbrook, former COO from the developer, remembers the initial budgetary hurdles in securing the songs – even though the first two games mostly used cover versions.

“We rerecorded every song since the dollar figure was so high,” he says. “Despite having the necessary permissions alone, it was nearly impossible. We failed to secure acts such as the Who – the publisher had virtually no money, and we were pretty convinced it would fail. However, when Guitar Hero took off, album purchases airtime were going up, everyone wanted to participate.”

He adds: “Among the remarkable aspects was how many parents got in touch expressing gratitude for introducing their children to the songs they adored. It became an intergenerational thing.”

Timeless Music Gains Younger Fans

Irish group one featured act included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series brought older hits to the forefront: “Guitar Hero offered a larger, new demographic. Typically such music was considered outdated material, however once it got featured on the game young people were finding it, abruptly it was cool. That legitimised the genre, and got rid of the outdated tag. It gave all our music renewed popularity.”

At that time, the band's first record was still not available stateside, so the game was a key medium for exposure for the band as they went on a North American tour opening for AC/DC. “The roadies had on the song during travel, and several recognized us from Guitar Hero,” he notes.

Major Band Titles Enduring Influence

Music's heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on their music collections and related lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the band greater revenue than any of their records. It sold well over half a million copies upon release, and sales of their songs saw an increase of up to 40% at a time as the industry faced decline.

The series still motivates quick-handed dedication within the community. Recently, an online personality completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a no-cost alternative with similar gameplay and extensive personalization features. This track is challenging enough on the hardest setting, not to mention played at increased tempo and without missing every one of the thousands of cues. They stated requiring months of practice to accomplish.

“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you should use actual weapons and go to war,” notes DragonForce guitarist Herman Li.

The band had already wrapped up a successful tour before Through the Fire and Flames was featured in the third game, but Li says it turned them into a household name. “I recall our distributors calling to tell me that our selling albums like crazy,” he says. “It exploded when we next toured, and we performed just before the headliners on the Mayhem festival.”

Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it has risked eclipsing everything else accomplishments. Recently, the song featured in a trailer for a major film. “Previously I thought otherwise, but now I accept it,” he admits. “If you only listen to one DragonForce song, that's fine – everyone’s got their own musical journey and I'm pleased we played a role of people’s lives”.

The Lasting Impact of a Iconic Controller

Top-tier marketing, whether it’s for automobiles, apparel or games, goes further mere transactions – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what our team trying to create,” he confirms. “The excitement of performing as a music icon on the stage. From day one, the co-founders believed humans have a natural human desire to make music, and they wanted to use technology to enable everyone to participate”.

The majority of Guitar Hero games came out over a mere five-year period from 2005 to 2010, featuring spin-offs like DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals died down, aside from a short-lived revival several years later.

Games like the fan project and newer releases have maintained the scene alive, and there’s set to be a new product from the original publisher on the way. Recently formed developers has entered production on its debut 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 such titles could be similar to sports games allowing annual releases,” Dornbrook says. “With abundant fresh tracks it could remain evergreen, thus I remain hopeful. There’s no reason for it to continue for future fans.”

The writer

Robert Dennis

Elena is a seasoned business strategist with over 15 years of experience helping companies scale and innovate.

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