Skip to content
Gold Insight

The Iconic Game Turns 20 – How a Plastic Axe United Generations Between Music Generations

Marking 20 years after Guitar Hero first launched across the Atlantic, giving everyday gamers the tools to become a rock star. Figuratively speaking, but try telling that someone who has mastered the epic lengthy instrumental break before a packed crowd of friends.

Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues moving along the screen in time with the music. Every sequence corresponded to specific notes, creating the sensation of a genuine live show.

Harmonix had already experimented in the music genre before partnering with RedOctane, which was acquired by the gaming giant in 2006. Together, they established the groundwork for an unlikely massively profitable series that had a remarkable impact for many of the artists featured, introducing decades-old bands to millions of gaming enthusiasts.

A former executive, former COO of Harmonix, remembers the initial budgetary hurdles of licensing the songs – even though the first two games primarily featured cover versions.

“We rerecorded all the music because the dollar figure prohibitive,” he says. “Despite having the publishing rights by themselves, it proved nearly impossible. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and we were fairly certain it would fail. However, when Guitar Hero became a hit, album purchases airtime were going up, everyone wanted to participate.”

He continues: “Among the amazing things was how many mothers and fathers reached out expressing gratitude for introducing their children to the music they loved. It became an intergenerational phenomenon.”

Timeless Music Finds Younger Fans

Irish group the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series revived older hits to the forefront: “The game offered a bigger, younger audience. Typically this had been seen as music that was past it, however once it got featured on the game and teenagers were finding it, suddenly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ tag. It provided all our music renewed popularity.”

At that time, the band's debut album was still not available in the US, so the game served as a primary platform for exposure for the band as they went on US tour supporting AC/DC. “The roadies were playing the song on the tour bus, and some of them recognized us thanks to the game,” he notes.

Major Band Titles Enduring Impact

Music's biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles that focused on their music collections and associated lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the band more money than any of their records. It sold well over 500,000 copies in its first week, while sales of their songs saw an increase significantly during an era as the industry faced decline.

Guitar Hero still motivates quick-handed dedication within the community. Earlier this year, an online personality completed an impressive attempt featuring the challenging track – an infamously tough anthem made popular by the game – using a fan-made version, a freeware game with almost identical gameplay but an array of customisation options. This track is difficult enough on expert mode, let alone performed at double speed and without missing a single one of its near 4,000 notes. They claimed it took months of practice to accomplish.

“The game offers a, imaginary experience. Just as with other games, it doesn't imply you ought to use a real gun and go to war,” says musician Herman Li.

DragonForce had already completed a successful tour when 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 informing us that we were records were moving like crazy,” he says. “It exploded 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 has risked overshadow all other the band has done. Last year, the track was used in promotional material for a major film. “Previously I thought otherwise, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we played a role of people’s lives”.

Enduring Impact of a Plastic Guitar

Top-tier marketing, whether it’s for automobiles, clothes or games, extends beyond than selling something – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of being a music icon in the spotlight. From day one, the creators felt that humans have a natural urge to make music, and their goal was to use technology to enable everyone to participate”.

Most of Guitar Hero games were released over a mere five-year period between 2005 and 2010, featuring derivative titles like DJ Hero, including a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals waned, except for a short-lived revival in 2015.

Titles 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. The initial creators are participating in advisory roles. Is the world ready to embrace a new entry following the classic?

“We thought those games could be similar to sports games allowing annual update every year,” he remarks. “With abundant fresh tracks that it could be perennially popular, thus I remain hopeful. There’s no reason why it can’t persist for future fans.”

By

Daniel Villanueva

Financial analyst specializing in precious metals with over a decade of market experience.

Gold Insight

Type to search articles.