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The Iconic Game at 20 – How a Plastic Axe United the Gap Between Music Generations

It has been 20 years after the legendary game first launched in North America, providing everyday gamers the means to feel like rock legends. Figuratively speaking, but try convincing anyone who's nailed Free Bird’s four-minute instrumental break before a packed crowd of friends.

Created by the developers, Guitar Hero gave players a guitar-shaped controller to match on-screen cues moving along the display in time with the music. Each riff mimicked specific notes, creating the feel of an authentic live show.

Harmonix previously experimented in the music genre prior to teaming up with RedOctane, which was acquired by Activision during the mid-2000s. Together, they established the foundations for an unlikely massively profitable series which made a significant influence for many of the artists included, showcasing decades-old bands to a new generation of younger players.

Michael Dornbrook, former COO of Harmonix, recalls the early budgetary hurdles in securing the songs – despite the fact the first two games primarily featured cover versions.

“We rerecorded every song since the cost prohibitive,” he explains. “Even with 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 we were fairly certain the project would flop. However, when Guitar Hero took off, album purchases airtime were going up, all artists desired to be in.”

He adds: “Among the remarkable aspects was how many parents reached out and thanked us for exposing their children to the songs they loved. It became an intergenerational phenomenon.”

Classic Rock Finds Younger Fans

Northern Irish group one featured act included Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon recalls the way the game revived classic rock back into vogue: “Guitar Hero provided a larger, new demographic. Typically this had been considered music that was past it, but then once it got included in the title and teenagers were finding it, suddenly it became trendy. That legitimised it, and got rid of the ‘dad rock’ label. It gave all our music renewed popularity.”

In 2008, the band's first record remained unreleased stateside, so Guitar Hero served as a primary platform for exposure for the group as they went on US tour supporting AC/DC. “The roadies were playing the song on the tour bus, and several knew us from Guitar Hero,” Mahon says.

Major Band Titles Enduring Impact

Music's biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on each band’s catalogue and associated lore, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue compared to their records. It moved well over 500,000 copies upon release, while demand for their songs saw an increase significantly at a time when the music business was already collapsing.

The series continues to inspire quick-handed fanaticism within the community. Recently, a streamer achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by the game – using a fan-made version, a freeware game with almost identical mechanics but an array of customisation options. The song is difficult enough on expert mode, let alone played at double speed and without missing every one of the thousands of cues. They stated it took months of practice of practice.

“The game offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to pick up a real gun and go to war,” notes musician Herman Li.

DragonForce had already wrapped up a profitable run before their hit was featured in the third game, but Li says it turned them into a household name. “I remember the record label calling to tell me that our selling albums like crazy,” he says. “It exploded when we next toured, and we performed just before top acts at the event.”

Indeed, the band's visibility via the game proved so vast that it threatened to eclipsing everything else the band has done. Last year, the track featured in a trailer for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” Li says. “If you only listen to a single track, that's fine – everyone’s got their own musical journey and I’m glad we’ve been part in fans' experiences”.

The Lasting Impact from the Plastic Guitar

The best promotion, be it for automobiles, apparel or games, extends beyond mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of being a rock star in the spotlight. From day one, the creators felt that there’s an instinctive human desire to create songs, and their goal was to use technology to allow people to do it”.

Most installments were released over a mere five-year period from 2005 to 2010, including derivative titles such as the DJ version, including a spinning deck, and Band Hero. After that, corporate focus on peripherals died down, aside from a short-lived revival in 2015.

Games such as Clone Hero and Fortnite Festival have kept the community alive, with set to be a new product from the founders on the way. A new studio has entered production on its debut rhythm-based title. The initial creators are both involved as special advisers. Is the world ready to embrace another game in the spirit of the classic?

“Our team believed such titles might become similar to sports games allowing annual releases,” Dornbrook says. “There’s so much new music it could remain perennially popular, thus I remain hopeful. There’s no reason for it to persist with new generations.”

By

Lisa King

Marcus Thorne is a seasoned business strategist with over 15 years of experience in digital marketing and corporate growth initiatives.

United Point

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