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The Iconic Game at 20 – How a Plastic Axe Bridged the Gap Between Rock Generations

It has been two decades since Guitar Hero first launched across the Atlantic, providing everyday gamers the means to feel like a rock star. Not in reality, though you'd be hard-pressed telling that someone who has mastered the epic lengthy guitar solo before an enthusiastic living-room audience.

Developed by Harmonix, the game provided users with a guitar-shaped controller to follow on-screen cues moving along the screen synchronized to a song. Each riff mimicked particular chords, producing the feel of a genuine performance.

The studio had already experimented with rhythm games before partnering with the publisher, later purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely massively profitable franchise that had a significant influence on numerous of the artists included, introducing decades-old bands to millions of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the early financial challenges in securing the songs – despite the fact the first two games mostly used rerecorded tracks.

“We reproduced every song because the dollar figure prohibitive,” he explains. “Even with the publishing rights by themselves, it was nearly impossible. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when the game became a hit, and record sales and radio play increased, everyone wanted to participate.”

He continues: “Among the amazing things was the number of mothers and fathers reached out and thanked us for introducing their children to the music they loved. It evolved into an intergenerational thing.”

Timeless Music Finds Younger Fans

Northern Irish group the Answer included their track on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers how the series revived older hits back into vogue: “The game provided a bigger, younger audience. Generally such music was considered outdated material, however when it was featured on the title and teenagers were finding it, suddenly it became trendy. This validated it, eliminating the ‘dad rock’ tag. It provided our catalog renewed popularity.”

In 2008, the band's first record remained unreleased in the US, meaning the game was a key medium of discovery for the group as they went on a North American tour supporting AC/DC. “The roadies had on the song on the tour bus, and some of them recognized us thanks to the game,” Mahon says.

Major Band Titles and Lasting Influence

Music's biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles centered around each band’s catalogue and related stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said earned the band greater revenue than any of their studio albums. It moved more than 500,000 copies upon release, and sales of their songs rose of up to 40% at a time when the music business was already collapsing.

Guitar Hero continues to inspire quick-handed dedication among its fans. Earlier this year, a streamer completed an impressive attempt featuring the challenging track – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay and extensive personalization features. This track is challenging even in the hardest setting, not to mention played at double speed and without missing a single one of its near 4,000 notes. They stated requiring nine months of practice.

“The game offers a, imaginary experience. If you play Call of Duty, it doesn't imply you should use actual weapons and go to war,” says DragonForce guitarist Herman Li.

The band had already wrapped up a profitable run before Through the Fire and Flames was featured on Guitar Hero III, but Li says it made them widely recognized. “I recall the record label informing us that our selling albums rapidly,” he says. “It exploded on the subsequent tour, and we were playing just before top acts at the event.”

In fact, the band's visibility from Guitar Hero was so immense that it threatened to overshadow all other 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,” he admits. “If you only hear a single track, it’s totally cool – everyone’s got a unique musical journey and I’m glad we played a role of people’s lives”.

Enduring Impact from the Iconic Controller

The best marketing, be it for cars, apparel or video games, goes further mere transactions – it inspires a desire. Did Guitar Hero tap into that? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a music icon in the spotlight. Since the beginning, the creators believed there’s an instinctive human desire to make music, and their goal was to use technology to allow people to participate”.

Most of Guitar Hero games were released in just a half-decade between 2005 and 2010, including derivative titles like DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, corporate focus on peripherals died down, aside from a short-lived revival several years later.

Titles such as the fan project and Fortnite Festival have kept the community alive, with set to be a new product from the original publisher on the way. A new studio has entered work on its debut music game. The initial creators are participating in advisory roles. Is the world ready to embrace a new entry following the classic?

“We thought such titles could be similar to sports games allowing annual releases,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been hopeful. It's entirely possible for it to persist for future fans.”

The writer

Danielle Jackson

Lena Verhoeven is a creative strategist and writer passionate about design thinking and innovation.

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