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Guitar Hero Turns 20 – The Plastic Guitar That United the Gap Between Music Fans

Marking 20 years since the legendary game first launched in North America, giving everyday gamers the tools to feel like a rock star. Not in reality, though you'd be hard-pressed telling that anyone who has mastered the epic four-minute guitar solo in front of a packed living-room audience.

Created by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow on-screen cues scrolling down the screen in time with the music. Every sequence corresponded to particular chords, producing the feel of a genuine performance.

Harmonix previously tried its hand in the music genre before partnering with the publisher, which was acquired by the gaming giant in 2006. Collaboratively, they established the foundations for a surprising massively profitable franchise that had a significant influence on numerous musicians featured, introducing decades-old bands to millions of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial financial challenges in securing the songs – even though initial releases primarily featured cover versions.

“We rerecorded all the music because the dollar figure prohibitive,” he explains. “Despite having the necessary permissions alone, it was nearly impossible. We failed to secure bands like legendary groups – RedOctane had virtually no money, and we were pretty convinced it would fail. However, when Guitar Hero became a hit, and record sales and radio play were going up, all artists desired to participate.”

He adds: “Among the remarkable aspects was the number of mothers and fathers reached out and thanked us for exposing their children to the music they loved. It became an intergenerational thing.”

Timeless Music Gains a New Audience

Northern Irish group one featured act included their track in the 2008 release the popular installment. Guitarist the artist recalls the way the game brought classic rock back into vogue: “Guitar Hero provided a bigger, younger audience. Typically such music was considered music that was past it, but then once it got featured on the game and teenagers discovered it, suddenly it was cool. This validated it, and got rid of the outdated tag. It gave our catalog a new life.”

At that time, the Answer’s debut album remained unreleased stateside, meaning Guitar Hero was a key medium of discovery for the group during their US tour opening for the rock giants. “Their crew had on the song on the tour bus, and some of them knew us thanks to the game,” Mahon says.

Major Band Spin-offs and Lasting Impact

Music's biggest acts quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated game editions centered around their music collections and associated lore, imagery and legendary status. For example, the Aerosmith edition, it was said earned the band greater revenue compared to their studio albums. It sold well over 500,000 units upon release, and sales of Aerosmith’s music rose significantly at a time when the music business was already collapsing.

The series continues to inspire nimble-fingered fanaticism within the community. Earlier this year, a streamer completed a remarkable feat featuring the challenging track – an infamously tough power-metal song made popular by the game – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive personalization features. This track is challenging even in the hardest setting, let alone played at increased tempo and without missing every one of the thousands of cues. They stated requiring months of practice of practice.

“The game offers a, fantasy thing. If you play Call of Duty, it doesn't imply you ought to pick up a real gun and enlist,” says DragonForce guitarist Herman Li.

DragonForce had already wrapped up a successful tour when Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall our distributors calling to tell me that we were records were moving like crazy,” he says. “It exploded when we next toured, and we performed just before the headliners on the Mayhem festival.”

Indeed, the band's visibility from Guitar Hero proved so vast that it threatened to eclipsing all other the band has done. Last year, the song was used in promotional material for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” Li says. “Should you just hear a single track, that's fine – everyone’s got a unique musical journey and I’m glad we played a role in fans' experiences”.

Enduring Legacy of a Plastic Guitar

The best marketing, whether it’s for cars, clothes or games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero tap into that? “Precisely what we were trying to create,” Dornbrook says. “The excitement of being a music icon on the stage. From day one, the creators believed there’s an instinctive human desire to create songs, and they wanted to use technology to allow people to participate”.

Most installments were released over a mere half-decade between 2005 and 2010, including spin-offs such as DJ Hero, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, aside from a short-lived revival several years later.

Games like the fan project and Fortnite Festival have kept the scene alive, with set to be a new product from the founders in development. Recently formed developers has begun work on their first rhythm-based title. The initial creators are participating as special advisers. Are gamers ready to embrace a new entry following Guitar Hero?

“We thought those games could be like Madden allowing annual releases,” he remarks. “With abundant new music that it could be perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t persist with new generations.”

The writer

David Wheeler

A digital strategist and tech enthusiast with over a decade of experience in analyzing emerging technologies and their impact on business and society.

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