Marking 20 years since Guitar Hero first launched in North America, providing players everywhere the means to become a rock star. Figuratively speaking, but try convincing someone who has nailed Free Bird’s four-minute instrumental break before a packed living-room audience.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues scrolling down the screen synchronized to a song. Each riff mimicked particular chords, creating the sensation of a genuine performance.
The studio had already experimented in the music genre prior to teaming up with RedOctane, later purchased by the gaming giant in 2006. Together, they laid the groundwork for a surprising massively profitable series that had a significant impact on numerous of the artists included, introducing classic bands to millions of gaming enthusiasts.
A former executive, former COO of Harmonix, recalls the early budgetary hurdles of licensing the songs – even though the first two games mostly used cover versions.
“We rerecorded every song because the dollar figure was so high,” he says. “Even with the publishing rights by themselves, it was extremely difficult. We couldn’t get acts such as the Who – RedOctane had virtually no money, and our team was fairly certain the project would flop. However, when Guitar Hero became a hit, and record sales and radio play increased, everyone wanted to participate.”
He adds: “One of the remarkable aspects was how many mothers and fathers reached out and thanked us for introducing their children to the songs they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish group the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers how the series brought older hits back into vogue: “The game provided a larger, younger audience. Typically this had been considered music that was past it, however once it got included in the game young people discovered it, abruptly it became trendy. This validated the genre, and got rid of the outdated tag. It provided our catalog a new life.”
In 2008, the Answer’s first record remained unreleased stateside, so the game served as a primary platform of discovery for the band during their a North American tour opening for the rock giants. “Their crew had on the song on the tour bus, and several recognized us thanks to the game,” he notes.
Major Band Spin-offs Enduring Impact
Music's biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on their music collections and associated lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the group more money than any of their records. It moved more than 500,000 units in its first week, while sales of Aerosmith’s music saw an increase significantly during an era as the industry was already collapsing.
Guitar Hero still motivates nimble-fingered fanaticism within the community. Recently, an online personality completed a remarkable feat featuring the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with similar gameplay and extensive personalization features. The song is challenging even in the hardest setting, not to mention performed at increased tempo and without missing a single one of the thousands of cues. They stated it took nine months to accomplish.
“Guitar Hero offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you should use a real gun and go to war,” says musician Herman Li.
DragonForce previously wrapped up a successful tour before Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them widely recognized. “I remember our distributors informing us that we were selling albums rapidly,” he says. “It exploded on the subsequent tour, and we performed right ahead of top acts at the event.”
In fact, DragonForce’s exposure via the game was so immense that it has risked eclipsing all other accomplishments. Recently, the track featured in promotional material for a major film. “In the past I thought differently, but now I accept it,” he admits. “If you only listen to a single track, it’s totally cool – everyone’s got a unique path in music and I’m glad we’ve been part of people’s lives”.
The Lasting Impact of a Iconic Controller
The best marketing, whether it’s for cars, clothes or games, goes further mere transactions – it evokes a desire. Did Guitar Hero tap into that? “Precisely what we were trying to create,” Dornbrook says. “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 allow people to do it”.
The majority of Guitar Hero games came out in just a half-decade between 2005 and 2010, featuring derivative titles such as the DJ version, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, except for a brief comeback in 2015.
Games like the fan project and newer releases have maintained the scene active, and there’s set to be something from the founders on the way. A new studio has entered production on their first music game. Original co-founders are participating as special advisers. Are gamers ready to embrace a new entry following the classic?
“We thought such titles might become like Madden where you can update every year,” Dornbrook says. “With abundant new music that it could be evergreen, thus I remain hopeful. There’s no reason why it can’t persist for future fans.”