Marking two decades after Guitar Hero hit the market in North America, providing everyday gamers the means to become rock legends. Not in reality, but try telling that someone who has nailed the epic four-minute guitar solo before a packed crowd of friends.
Developed by the developers, the game provided users with a plastic guitar peripheral to match on-screen cues moving along the display in time with the music. Each riff corresponded to particular chords, producing the sensation of a genuine performance.
Harmonix had already tried its hand in the music genre before partnering with the publisher, which was acquired by Activision during the mid-2000s. Collaboratively, they established the foundations for a surprising massively profitable franchise that had a significant influence on numerous of the artists featured, showcasing classic bands to a new generation of younger players.
A former executive, former COO from the developer, recalls the initial financial challenges of licensing the songs – despite the fact initial releases mostly used cover versions.
“We rerecorded every song because the cost prohibitive,” he explains. “Even with the publishing rights alone, it was nearly impossible. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and we were fairly certain it would fail. However, when the game became a hit, album purchases airtime increased, everyone wanted to be in.”
He adds: “One of the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for exposing their kids to the songs they adored. It evolved into a multigenerational thing.”
Classic Rock Finds a New Audience
Irish group the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls the way the game brought classic rock to the forefront: “Guitar Hero provided a larger, new demographic. Generally such music was considered outdated material, however when it was featured on the title young people were finding it, abruptly it was cool. That legitimised the genre, eliminating the outdated tag. It provided our catalog renewed popularity.”
In 2008, the Answer’s debut album remained not available in the US, meaning Guitar Hero served as a primary platform for exposure for the band as they went on a North American tour supporting the rock giants. “The roadies had on the song on the tour bus, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles Enduring Influence
Music's biggest acts soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized game editions that focused on their music collections and associated stories, visuals and legendary status. For example, the Aerosmith edition, reportedly to have made the band greater revenue compared to their records. It sold well over half a million units in its first week, and sales of Aerosmith’s music rose of up to 40% at a time when the music business faced decline.
Guitar Hero still motivates quick-handed dedication within the community. Recently, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through the game – on Clone Hero, a freeware game with almost identical mechanics but an array of customisation options. The song is difficult even in expert mode, let alone played at double speed and without missing every one of the thousands of cues. The streamer claimed it took months of practice to accomplish.
“The game offers a, imaginary experience. If you play Call of Duty, it doesn't imply you should pick up actual weapons and go to war,” notes DragonForce guitarist Herman Li.
The band had already completed a profitable run when Through the Fire and Flames was featured in the third game, yet he explains it turned them into a household name. “I recall the record label informing us that we were selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we performed just before top acts on the Mayhem festival.”
Indeed, the band's visibility via the game was so immense that it has risked overshadow everything else accomplishments. Recently, the song was used in promotional material for a major film. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “Should you just hear a single track, it’s totally cool – each person has their own musical journey and I'm pleased we played a role of people’s lives”.
Enduring Impact of a Plastic Guitar
The best marketing, be it for automobiles, clothes or video games, extends beyond mere transactions – it evokes a longing. Was the game able to tap into that? “Precisely what our team aiming to achieve,” he confirms. “The excitement of performing as a music icon on the stage. From day one, the co-founders felt that there’s an instinctive urge to make music, and they wanted to use technology to enable everyone to participate”.
The majority of Guitar Hero games were released over a mere half-decade from 2005 to 2010, including spin-offs such as the DJ version, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, aside from a short-lived revival several years later.
Titles like the fan project and newer releases have kept the scene alive, with expectations of a new product from the founders on the way. Recently formed developers has begun work on its debut music game. Original co-founders are participating in advisory roles. Is the world ready to embrace a new entry following Guitar Hero?
“Our team believed those games could be like Madden allowing annual releases,” he remarks. “With abundant fresh tracks that it could be perennially popular, so I’ve always been hopeful. It's entirely possible for it to continue with new generations.”