It has been 20 years since Guitar Hero debuted in North America, giving everyday gamers the means to feel like a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who's mastered the epic four-minute guitar solo in front of a packed crowd of friends.
Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues scrolling down the screen synchronized to the music. Every sequence mimicked particular chords, producing the sensation of an authentic live show.
The studio had already tried its hand in the music genre prior to teaming up with RedOctane, which was acquired by Activision during the mid-2000s. Collaboratively, they established the groundwork for a surprising massively profitable franchise which made a significant impact for many musicians included, showcasing decades-old groups to a new generation of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, remembers the early financial challenges of licensing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced every song since the dollar figure was so high,” he explains. “Despite having the publishing rights by themselves, it was nearly impossible. We failed to secure acts such as legendary groups – the publisher had virtually no money, and our team was fairly certain the project would flop. However, when the game became a hit, album purchases airtime were going up, everyone wanted to be in.”
He continues: “One of the remarkable aspects was the number of parents got in touch expressing gratitude for exposing their kids to the music they loved. It evolved into a multigenerational thing.”
Timeless Music Finds Younger Fans
Irish group the Answer included their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought classic rock to the forefront: “The game provided a larger, new demographic. Typically such music was considered music that was past it, however once it got featured on the title young people discovered it, abruptly it was cool. This validated the genre, and got rid of the outdated label. It gave all our music renewed popularity.”
At that time, the band's debut album was still unreleased in the US, meaning Guitar Hero served as a primary platform of discovery for the group as they went on a North American tour opening for the rock giants. “The roadies had on the song during travel, and some of them recognized us thanks to the game,” he notes.
Major Band Spin-offs Enduring Impact
Rock’s biggest acts soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around each band’s catalogue and associated lore, imagery and legendary status. For example, the Aerosmith edition, it was said to have made the band more money than any of their studio albums. It moved more than half a million copies in its first week, while demand for Aerosmith’s music saw an increase of up to 40% at a time when the music business was already collapsing.
The series still motivates nimble-fingered dedication among its fans. Recently, a streamer completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics and extensive personalization features. The song is challenging enough on expert mode, let alone played at double speed while hitting every one of its near 4,000 notes. The streamer stated requiring nine months to accomplish.
“Guitar Hero is a fun, fantasy thing. If you play other games, it doesn't imply you should pick up a real gun and go to war,” notes DragonForce guitarist Herman Li.
DragonForce had already wrapped up a successful tour before their hit appeared in the third game, but Li says it made them widely recognized. “I recall our distributors informing us that our records were moving rapidly,” he shares. “It exploded when we next toured, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it threatened to eclipsing everything else the band has done. Last year, the track featured in a trailer for Despicable Me 4. “Previously I thought differently, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, that's fine – everyone’s got their own path in music and I’m glad we played a role in fans' experiences”.
Enduring Legacy from the Iconic Controller
The best promotion, whether it’s for cars, clothes or games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” he confirms. “The excitement of being a music icon in the spotlight. Since the beginning, the creators believed humans have a natural human desire to create songs, and their goal was to use technology to allow people to participate”.
The majority installments were released over a mere half-decade between 2005 and 2010, featuring spin-offs such as the DJ version, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, except for a short-lived revival in 2015.
Games such as Clone Hero and Fortnite Festival have maintained the community alive, with expectations of something from the founders in development. Recently formed developers has entered work on their first music game. Original co-founders are participating in advisory roles. Are gamers ready to embrace a new entry following Guitar Hero?
“We thought such titles might become similar to sports games where you can update every year,” he remarks. “There’s so much fresh tracks that it could be evergreen, thus I remain optimistic. There’s no reason for it to persist with new generations.”