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The Iconic Game at 20 – The Plastic Guitar That Bridged the Gap Between Music Fans

It has been two decades after the legendary game debuted in North America, providing everyday gamers the means to become rock legends. Not in reality, though you'd be hard-pressed telling that anyone who has mastered the epic four-minute instrumental break before a packed crowd of friends.

Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues moving along the display in time with the music. Every sequence corresponded to specific notes, producing the sensation of an authentic performance.

The studio previously tried its hand in the music genre before partnering with the publisher, later acquired by Activision during the mid-2000s. Collaboratively, they laid the foundations for a surprising billion-dollar franchise that had a significant influence for many musicians featured, introducing classic groups to millions of younger players.

A former executive, former COO from the developer, recalls the initial budgetary hurdles of licensing the songs – even though initial releases mostly used rerecorded tracks.

“We reproduced every song because the cost was so high,” he explains. “Despite having the necessary permissions by themselves, it was nearly impossible. We failed to secure bands like the Who – the publisher had virtually no money, and our team was pretty convinced it would fail. But once the game became a hit, album purchases airtime were going up, everyone wanted to be in.”

He continues: “Among the remarkable aspects was how many parents got in touch and thanked us for exposing their kids to the songs they adored. It became an intergenerational phenomenon.”

Classic Rock Gains Younger Fans

Irish group one featured act had their track in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers how the series brought classic rock to the forefront: “Guitar Hero provided a bigger, new demographic. Generally this had been considered music that was past it, however when it was featured on the title young people discovered it, abruptly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ label. It gave our catalog renewed popularity.”

In 2008, the Answer’s first record was still not available stateside, so the game was a key medium for exposure for the group as they went on a North American tour supporting AC/DC. “The roadies had on the song during travel, and some of them recognized us from Guitar Hero,” he notes.

Rock’s Heavyweight Spin-offs Enduring Impact

Rock’s biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and others featuring in dedicated spin-off titles that focused on each band’s catalogue and associated stories, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group more money compared to their records. It moved well over 500,000 units in its first week, while sales of their songs rose significantly during an era as the industry faced decline.

Guitar Hero still motivates nimble-fingered dedication among its fans. Recently, a streamer achieved a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics but an array of personalization features. This track is difficult even in the hardest setting, not to mention played at double speed and without missing every one of its near 4,000 notes. The streamer claimed it took months of practice to accomplish.

“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you should pick up a real gun and enlist,” says musician Herman Li.

DragonForce previously wrapped up a successful tour when Through the Fire and Flames appeared in the third game, yet he explains it turned them into a household name. “I remember our distributors informing us that we were selling albums like crazy,” he says. “Popularity surged when we next toured, and we were playing right ahead of top acts at the event.”

Indeed, DragonForce’s exposure via the game was so immense that it risked overshadow all other the band has done. Recently, the song was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” Li says. “If you only hear a single track, that's fine – everyone’s got their own musical journey and I'm pleased we’ve been part in fans' experiences”.

The Lasting Legacy from the Plastic Guitar

Top-tier promotion, whether it’s for automobiles, clothes or video games, goes further than selling something – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of being a music icon on the stage. From day one, the co-founders felt that humans have a natural urge to create songs, and they wanted to leverage innovation to allow people to do it”.

The majority of Guitar Hero games were released in just a half-decade from 2005 to 2010, including derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.

Titles such as the fan project and newer releases have maintained the community active, with set to be a new product from the founders in development. Recently formed developers has begun production on its debut rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome another game in the spirit of Guitar Hero?

“We thought such titles could be similar to sports games where you can releases,” he remarks. “With abundant fresh tracks it could remain evergreen, thus I remain optimistic. There’s no reason for it to continue for future fans.”

The writer

Carolyn Strickland

An experienced educator and curriculum developer passionate about innovative teaching approaches.

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