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Guitar Hero Celebrates 20 Years – How a Plastic Axe United the Gap Among Music Fans

Marking two decades since the legendary game hit the market across the Atlantic, giving everyday gamers the means to become rock legends. Not in reality, though you'd be hard-pressed telling that someone who's nailed Free Bird’s four-minute instrumental break before an enthusiastic living-room audience.

Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to match on-screen cues moving along the display synchronized to the music. Each riff mimicked specific notes, creating the sensation of a genuine performance.

The studio previously experimented in the music genre before partnering with the publisher, later purchased by Activision during the mid-2000s. Together, they laid the foundations for an unlikely billion-dollar franchise which made a remarkable impact on numerous musicians featured, showcasing decades-old bands to a new generation of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, remembers the early financial challenges in securing the recordings – despite the fact initial releases mostly used rerecorded tracks.

“We reproduced all the music because the dollar figure prohibitive,” he explains. “Despite having the necessary permissions alone, it was nearly impossible. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and we were pretty convinced it would fail. However, when the game took off, album purchases and radio play increased, everyone wanted to participate.”

He adds: “Among the amazing things was how many mothers and fathers reached out and thanked us for exposing their kids to the music they adored. It evolved into an intergenerational thing.”

Timeless Music Gains Younger Fans

Irish blues-rock band one featured act had their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series revived classic rock to the forefront: “The game provided a bigger, new demographic. Generally such music was seen as music that was past it, but then when it was included in the game young people were finding it, abruptly it became trendy. This validated the genre, eliminating the ‘dad rock’ tag. It provided our catalog renewed popularity.”

In 2008, the Answer’s debut album was still not available in the US, meaning the game was a key medium of discovery for the group as they went on US tour supporting the rock giants. “The roadies were playing the song during travel, and several knew us thanks to the game,” he notes.

Major Band Titles Enduring Impact

Rock’s heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others starring in specialized spin-off titles centered around each band’s catalogue and associated lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said earned the band greater revenue compared to their records. It sold well over half a million units in its first week, and demand for their songs saw an increase significantly during an era when the music business was already collapsing.

The series still motivates nimble-fingered fanaticism among its fans. Earlier this year, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. The song is difficult even in the hardest setting, not to mention played at double speed while hitting a single one of its near 4,000 notes. They claimed it took nine months to accomplish.

“The game offers a, fantasy thing. If you play other games, it doesn't imply you ought to pick up actual weapons and go to war,” notes DragonForce guitarist Herman Li.

DragonForce had already wrapped up a successful tour before Through the Fire and Flames was featured in the third game, but Li says it turned them into a household name. “I recall our distributors calling to tell me that our selling albums rapidly,” he says. “Popularity surged when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”

Indeed, the band's visibility via the game proved so vast that it has risked eclipsing everything else accomplishments. Last year, the track was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, that's fine – everyone’s got their own path in music and I'm pleased we’ve been part in fans' experiences”.

The Lasting Impact from the Plastic Guitar

Top-tier marketing, be it for cars, clothes or games, goes further mere transactions – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of being a music icon on the stage. From day one, the creators felt that there’s an instinctive urge to create songs, and they wanted to leverage innovation to allow people to participate”.

The majority installments were released over a mere five-year period between 2005 and 2010, featuring derivative titles such as DJ Hero, including a spinning deck, and Band Hero. After that, corporate focus on peripherals waned, aside from a short-lived revival several years later.

Games such as the fan project and Fortnite Festival have maintained the scene active, and there’s set to be a new product from the founders in development. Recently formed developers has begun work on its debut music game. The initial creators are participating in advisory roles. Are gamers prepared to welcome a new entry in the spirit of the classic?

“We thought those games might become like Madden where you can update every year,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, thus I remain hopeful. It's entirely possible for it to persist with new generations.”

By

Heather Ramirez

A seasoned business strategist with over 15 years of experience in corporate innovation and startup mentoring across Europe.

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