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The Iconic Game Turns 20 – The Plastic Guitar That United the Gap Among Music Generations

It has been two decades after the legendary game first launched in North America, giving players everywhere the means to feel like a rock star. Figuratively speaking, but try convincing anyone who's mastered Free Bird’s four-minute instrumental break in front of an enthusiastic living-room audience.

Developed by Harmonix, the game gave players a guitar-shaped controller to follow on-screen cues moving along the screen synchronized to a song. Every sequence mimicked specific notes, producing the feel of an authentic live show.

Harmonix previously tried its hand with rhythm games prior to teaming up with RedOctane, which was acquired by Activision during the mid-2000s. Together, they laid the foundations for an unlikely billion-dollar franchise that had a significant influence for many musicians included, showcasing decades-old groups to millions of gaming enthusiasts.

A former executive, former COO of Harmonix, remembers the initial financial challenges of licensing the songs – despite the fact the first two games primarily featured rerecorded tracks.

“We rerecorded every song because the cost was so high,” he explains. “Even with the publishing rights alone, it proved nearly impossible. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. But once the game became a hit, and record sales and radio play increased, everyone wanted to be in.”

He continues: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for introducing their children to the songs they adored. It evolved into a multigenerational phenomenon.”

Classic Rock Finds Younger Fans

Northern Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game revived older hits to the forefront: “Guitar Hero offered a larger, younger audience. Typically this had been considered music that was past it, but then once it got featured on the title and teenagers discovered it, abruptly it was cool. That legitimised it, eliminating the outdated label. It provided our catalog renewed popularity.”

In 2008, the Answer’s first record remained not available stateside, so the game was a key medium for exposure for the group as they went on a North American tour opening for AC/DC. “Their crew were playing the song on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.

Major Band Titles Enduring Impact

Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on their music collections and associated lore, visuals and legendary status. In the case of, the Aerosmith edition, it was said earned the band greater revenue than any of their studio albums. It sold well over half a million copies in its first week, while sales of Aerosmith’s music rose significantly at a time when the music business faced decline.

Guitar Hero still motivates quick-handed dedication among its fans. Recently, an online personality completed a remarkable feat featuring the challenging track – a notoriously difficult anthem made popular by the game – using a fan-made version, a freeware game with almost identical gameplay and extensive personalization features. This track is difficult enough on the hardest setting, let alone played at increased tempo and without missing every one of the thousands of cues. They claimed requiring nine months to accomplish.

“Guitar Hero is a fun, fantasy thing. Just as with other games, it doesn't imply you ought to use actual weapons and go to war,” says DragonForce guitarist Herman Li.

DragonForce had already wrapped up a profitable run when their hit appeared in the third game, yet he explains it made them widely recognized. “I remember our distributors calling to tell me that our records were moving like crazy,” he shares. “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 has risked eclipsing all other the band has done. Last year, the song was used in a trailer for a major film. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, that's fine – everyone’s got their own musical journey and I’m glad we played a role in fans' experiences”.

Enduring Impact of a Iconic Controller

Top-tier marketing, be it for cars, apparel or games, goes further mere transactions – it evokes a desire. Did Guitar Hero harness this? “Precisely what our team trying to create,” Dornbrook says. “The excitement of performing as a rock star on the stage. Since the beginning, the creators believed there’s an instinctive human desire to make music, and they wanted to use technology to allow people to participate”.

The majority installments came out over a mere five-year period between 2005 and 2010, featuring derivative titles like DJ Hero, including a spinning deck, and the band-focused game. After that, corporate focus on peripherals waned, aside from a brief comeback in 2015.

Games like Clone Hero and Fortnite Festival have maintained the community active, with set to be a new product from the founders in development. A new studio has entered work on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world prepared to welcome a new entry following Guitar Hero?

“Our team believed such titles could be like Madden where you can releases,” he remarks. “With abundant new music it could remain perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t persist for future fans.”

Written by

Christina Olson

A mindfulness coach and productivity expert who shares evidence-based strategies for achieving focus in a distracted world.

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