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The Iconic Game at 20 – How a Plastic Axe Connected Generations Among Music Fans

It has been 20 years since the legendary game hit the market in North America, giving everyday gamers the opportunity to feel like rock legends. Not literally, though you'd be hard-pressed convincing someone who's mastered Free Bird’s lengthy guitar solo before an enthusiastic living-room audience.

Developed by Harmonix, the game provided users with a plastic guitar peripheral to match on-screen cues moving along the screen in time with a song. Each riff corresponded to particular chords, producing the feel of a genuine performance.

Harmonix previously experimented in the music genre prior to teaming up with the publisher, which was acquired by the gaming giant in 2006. Together, they established the groundwork for a surprising billion-dollar franchise that had a significant impact for many musicians featured, showcasing classic groups to millions of younger players.

A former executive, ex-chief operating officer of Harmonix, remembers the initial financial challenges in securing the recordings – even though the first two games mostly used cover versions.

“We reproduced all the music because the cost prohibitive,” he explains. “Despite having the publishing rights by themselves, it was nearly impossible. We failed to secure acts such as the Who – the publisher had virtually no money, and we were fairly certain it would fail. However, when the game took off, and record sales airtime increased, all artists desired to be in.”

He adds: “Among the amazing things was the number of parents reached out expressing gratitude for exposing their kids to the songs they adored. It evolved into an intergenerational phenomenon.”

Classic Rock Gains a New Audience

Irish blues-rock band the Answer had Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon recalls the way the game revived older hits to the forefront: “The game offered a bigger, younger audience. Generally such music was considered music that was past it, however once it got featured on the title young people discovered it, suddenly it became trendy. This validated it, eliminating the outdated tag. It gave our catalog a new life.”

At that time, the Answer’s debut album was still not available in the US, meaning Guitar Hero served as a primary platform for exposure for the group as they went on US tour opening for AC/DC. “The roadies were playing the song on the tour bus, and several recognized us thanks to the game,” he notes.

Major Band Titles Enduring Influence

Rock’s heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and others starring in specialized game editions centered around each band’s catalogue and associated lore, imagery and legendary status. In the case of, the Aerosmith edition, it was said to have made the band more money compared to their records. It moved well over 500,000 units upon release, and demand for their songs rose significantly during an era when the music business faced decline.

Guitar Hero still motivates nimble-fingered dedication within the community. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive customisation options. The song is difficult even in the hardest setting, not to mention played at double speed while hitting every one of the thousands of cues. The streamer claimed it took nine months to accomplish.

“The game offers a, fantasy thing. Just as with other games, that doesn’t mean you ought to use actual weapons and go to war,” says DragonForce guitarist the artist.

The band had already completed a profitable run before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into a household name. “I remember the record label calling to tell me that we were records were moving like crazy,” he shares. “Popularity surged when we next toured, and we performed just before top acts on the Mayhem festival.”

Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it risked overshadow everything else accomplishments. Last year, the track featured in promotional material for a major film. “In the past I felt differently, but now I accept it,” he admits. “Should you just listen to one DragonForce song, that's fine – each person has a unique musical journey and I'm pleased we played a role in fans' experiences”.

The Lasting Legacy of a Plastic Guitar

Top-tier marketing, be it for cars, clothes or video games, goes further mere transactions – it evokes a desire. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “The excitement of being a rock star in the spotlight. From day one, the co-founders believed humans have a natural human desire to make music, and their goal was to use technology to enable everyone to participate”.

Most of Guitar Hero games came out over a mere five-year period between 2005 and 2010, featuring spin-offs such as the DJ version, complete with a turntable controller, and Band Hero. After that, the publisher’s interest in plastic instruments died down, except for a brief comeback several years later.

Games like the fan project and newer releases have kept the community active, with expectations of a new product from the founders on the way. A new studio has entered production on its debut music game. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome a new entry following Guitar Hero?

“Our team believed such titles could be similar to sports games allowing annual releases,” Dornbrook says. “With abundant new music that it could be perennially popular, thus I remain optimistic. It's entirely possible for it to continue with new generations.”

About the author

Alison Bond

Maya is a digital commerce expert specializing in e-gift solutions and consumer trends, with over a decade of experience in online retail.

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