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Guitar Hero at 20 – The Plastic Guitar That Bridged the Gap Between Music Generations

It has been two decades after the legendary game first launched in North America, giving players everywhere the means to become rock legends. Not in reality, though you'd be hard-pressed convincing anyone who has mastered Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.

Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes scrolling down the display synchronized to the music. Every sequence corresponded to particular chords, creating the feel of an authentic live show.

The studio previously experimented with rhythm games before partnering with the publisher, later acquired by the gaming giant during the mid-2000s. Together, they laid the foundations for a surprising massively profitable franchise which made a remarkable impact on numerous musicians featured, showcasing decades-old bands to millions of younger players.

A former executive, former COO from the developer, remembers the initial budgetary hurdles of licensing the recordings – even though the first two games mostly used cover versions.

“We reproduced all the music because the dollar figure was so high,” he explains. “Even with the publishing rights by themselves, it proved extremely difficult. We failed to secure bands like the Who – the publisher had virtually no money, and our team was pretty convinced it would fail. However, when Guitar Hero took off, album purchases airtime increased, all artists desired to be in.”

He adds: “Among the remarkable aspects was the number of mothers and fathers got in touch and thanked us for exposing their kids to the music they loved. It evolved into an intergenerational phenomenon.”

Classic Rock Gains a New Audience

Northern Irish blues-rock band the Answer had Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon remembers how the series revived older hits to the forefront: “The game offered a bigger, new demographic. Typically this had been considered music that was past it, but then when it was included in the game and teenagers were finding it, suddenly it was cool. This validated it, and got rid of the ‘dad rock’ label. It provided all our music renewed popularity.”

In 2008, the band's debut album was still not available stateside, so the game was a key medium for exposure for the group during their a North American tour supporting AC/DC. “Their crew had on the song on the tour bus, and several knew us from Guitar Hero,” he notes.

Rock’s Heavyweight Titles and Lasting Impact

Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on each band’s catalogue and related lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the group greater revenue than any of their studio albums. It moved well over half a million copies upon release, while demand for Aerosmith’s music rose of up to 40% at a time as the industry faced decline.

Guitar Hero continues to inspire quick-handed dedication within the community. Earlier this year, an online personality completed an impressive attempt featuring the challenging track – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay and extensive customisation options. This track is difficult enough on expert mode, not to mention played at double speed while hitting a single one of the thousands of cues. The streamer claimed requiring months of practice of practice.

“The game offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you should pick up actual weapons and go to war,” says DragonForce guitarist Herman Li.

The band had already completed a successful tour before their hit was featured on Guitar Hero III, but Li says it turned them into a household name. “I remember the record label calling to tell me that our selling albums rapidly,” he says. “It exploded on the subsequent tour, and we were playing just before top acts at the event.”

Indeed, the band's visibility from Guitar Hero proved so vast that it risked eclipsing everything else the band has done. Recently, the song featured in promotional material for Despicable Me 4. “In the past I felt differently, but now I accept it,” Li says. “If you only listen to a single track, it’s totally cool – each person has their own path in music and I’m glad we played a role in fans' experiences”.

The Lasting Legacy of a Plastic Guitar

The best marketing, be it for cars, clothes or games, goes further mere transactions – it evokes a desire. Was the game able to tap into that? “Precisely what our team trying to create,” he confirms. “The excitement of being a rock star in the spotlight. Since the beginning, the creators believed humans have a natural urge to create songs, and their goal was to leverage innovation to enable everyone to do it”.

The majority of Guitar Hero games came out over a mere half-decade between 2005 and 2010, featuring derivative titles such as DJ Hero, including a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals died down, except for a short-lived revival several years later.

Titles like Clone Hero and newer releases have kept the community active, with set to be something from the original publisher in development. A new studio has begun work on its debut music game. The initial creators are both involved in advisory roles. Are gamers ready to embrace another game in the spirit of the classic?

“Our team believed such titles could be similar to sports games where you can releases,” he remarks. “With abundant fresh tracks that it could be perennially popular, so I’ve always been hopeful. There’s no reason why it can’t continue for future fans.”

RM
About the author

Rebecca Miller

Emily is a woodworking enthusiast with over 15 years of experience in sustainable timber sourcing and crafting.

Cedar Direct UK

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