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The Iconic Game Turns 20 – The Plastic Guitar That United the Gap Between Rock Generations

Marking 20 years since the legendary game first launched across the Atlantic, providing players everywhere the means to become rock legends. Figuratively speaking, but try convincing someone who has mastered the epic four-minute instrumental break in front of an enthusiastic crowd of friends.

Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues scrolling down the screen in time with a song. Every sequence corresponded to particular chords, producing the feel of an authentic live show.

Harmonix previously experimented in the music genre before partnering with RedOctane, which was acquired by the gaming giant in 2006. Together, they established the foundations for an unlikely massively profitable franchise which made a significant influence for many musicians featured, introducing classic bands to a new generation of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial budgetary hurdles in securing the songs – despite the fact initial releases mostly used rerecorded tracks.

“We reproduced every song because the cost was so high,” he explains. “Despite having the necessary permissions alone, it was extremely difficult. We failed to secure bands like the Who – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. However, when the game became a hit, album purchases and radio play were going up, all artists desired to participate.”

He continues: “One of the amazing things was the number of parents reached out and thanked us for introducing their children to the music they adored. It became an intergenerational phenomenon.”

Classic Rock Gains a New Audience

Northern Irish blues-rock band one featured act included their track in the 2008 release the popular installment. Guitarist Paul Mahon recalls the way the game brought older hits to the forefront: “The game offered a larger, new demographic. Generally this had been seen as outdated material, however when it was included in the title young people discovered it, suddenly it became trendy. That legitimised it, and got rid of the outdated label. It gave all our music a new life.”

At that time, the Answer’s debut album was still unreleased in the US, so the game served as a primary platform of discovery for the band during their US tour supporting AC/DC. “Their crew were playing the song on the tour bus, and several knew us from Guitar Hero,” he notes.

Rock’s Heavyweight Spin-offs and Lasting Impact

Rock’s biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen starring in dedicated spin-off titles that focused on each band’s catalogue and related lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the group greater revenue than any of their studio albums. It sold well over 500,000 copies upon release, while sales of their songs rose of up to 40% at a time as the industry faced decline.

The series still motivates nimble-fingered fanaticism within the community. Recently, a streamer achieved a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay but an array of personalization features. This track is challenging even in expert mode, let alone played at double speed and without missing every one of the thousands of cues. They claimed requiring months of practice of practice.

“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you should pick up actual weapons and go to war,” says musician the artist.

The band previously completed a profitable run when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember our distributors calling to tell me that we were selling albums rapidly,” he shares. “Popularity surged when we next toured, and we performed just before top acts at the event.”

Indeed, DragonForce’s exposure via the game was so immense that it risked eclipsing all other accomplishments. Last year, the track featured in promotional material for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” he admits. “If you only hear a single track, that's fine – everyone’s got a unique path in music and I’m glad we played a role in fans' experiences”.

Enduring Legacy from the Plastic Guitar

Top-tier marketing, be it for automobiles, apparel or games, extends beyond than selling something – it evokes a longing. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. Since the beginning, the creators believed humans have a natural human desire to make music, and they wanted to leverage innovation to enable everyone to participate”.

The majority of Guitar Hero games came out over a mere half-decade from 2005 to 2010, including derivative titles such as DJ Hero, complete with a spinning deck, and Band Hero. After that, corporate focus on peripherals waned, aside from a short-lived revival several years later.

Games like the fan project and Fortnite Festival have kept the scene active, and there’s set to be something from the founders in development. A new studio has entered work on its debut rhythm-based title. The initial creators are both involved in advisory roles. Are gamers ready to embrace another game in the spirit of the classic?

“We thought those games could be similar to sports games where you can releases,” he remarks. “There’s so much fresh tracks it could remain evergreen, so I’ve always been optimistic. There’s no reason for it to continue for future fans.”

The writer

David Deleon

Elara is a digital commerce analyst with over a decade of experience in online retail and consumer advocacy, specializing in US market trends.

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