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Guitar Hero at 20 – The Plastic Guitar That Connected the Gap Between Music Fans

Marking two decades since the legendary game debuted in North America, giving players everywhere the means to become rock legends. Not literally, though you'd be hard-pressed convincing someone who has mastered Free Bird’s four-minute instrumental break before an enthusiastic living-room audience.

Developed by the developers, the game provided users with a plastic guitar peripheral to follow on-screen cues moving along the screen synchronized to the music. Every sequence mimicked particular chords, producing the sensation of an authentic live show.

Harmonix previously experimented with rhythm games prior to teaming up with RedOctane, which was purchased by Activision in 2006. Together, they established the foundations for a surprising billion-dollar series that had a significant impact for many musicians included, showcasing decades-old groups to a new generation of younger players.

A former executive, ex-chief operating officer of Harmonix, recalls the early financial challenges of licensing the songs – even though the first two games mostly used rerecorded tracks.

“We reproduced all the music because the cost prohibitive,” he says. “Even with the publishing rights by themselves, it proved extremely difficult. We failed to secure acts such as the Who – the publisher had virtually no money, and we were pretty convinced it would fail. But once Guitar Hero took off, album purchases airtime were going up, everyone wanted to participate.”

He continues: “One of the remarkable aspects was how many mothers and fathers reached out and thanked us for exposing their kids to the songs they loved. It became a multigenerational phenomenon.”

Timeless Music Finds Younger Fans

Northern Irish group the Answer had Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon remembers how the series brought classic rock back into vogue: “The game offered a larger, new demographic. Generally such music was considered outdated material, but then once it got featured on the title young people were finding it, abruptly it became trendy. This validated the genre, and got rid of the ‘dad rock’ tag. It gave our catalog a new life.”

In 2008, the Answer’s first record remained unreleased stateside, so Guitar Hero was a key medium for exposure for the band during their a North American tour supporting AC/DC. “Their crew had on Never Too Late on the tour bus, and several recognized us from Guitar Hero,” he notes.

Rock’s Heavyweight Spin-offs and Lasting Impact

Music's heavyweight names quickly took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on each band’s catalogue and associated stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the band more money compared to their records. It moved more than 500,000 copies in its first week, and demand for Aerosmith’s music saw an increase of up to 40% during an era when the music business faced decline.

The series continues to inspire quick-handed dedication among its fans. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem made popular by the game – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive customisation options. The song is challenging even in the hardest setting, let alone played at double speed while hitting every one of its near 4,000 notes. They stated it took months of practice of practice.

“Guitar Hero is a fun, imaginary experience. If you play other games, it doesn't imply you should pick up actual weapons and go to war,” notes musician the artist.

The band had already wrapped up a successful tour when their hit appeared in the third game, but Li says it made them widely recognized. “I remember our distributors calling to tell me that we were selling albums rapidly,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners at the event.”

Indeed, the band's visibility from Guitar Hero proved so vast that it threatened to overshadow everything else accomplishments. Last year, the song featured in promotional material for a major film. “In the past I felt differently, but now I accept it,” Li says. “Should you just listen to a single track, it’s totally cool – each person has a unique path in music and I'm pleased we played a role of people’s lives”.

The Lasting Legacy of a Plastic Guitar

The best marketing, be it for automobiles, clothes or video games, extends beyond mere transactions – it inspires a desire. Was the game able to tap into that? “That’s exactly what our team trying to create,” he confirms. “That thrill of being a music icon in the spotlight. Since the beginning, the co-founders felt that there’s an instinctive human desire to create songs, and they wanted to use technology to enable everyone to do it”.

The majority installments were released in just a five-year period between 2005 and 2010, featuring derivative titles like the DJ version, including a spinning deck, and Band Hero. After that, corporate focus in plastic instruments died down, except for a short-lived revival several years later.

Titles such as the fan project and newer releases have maintained the community active, with expectations of a new product from the founders in development. A new studio has begun work on their first rhythm-based title. Original co-founders are both involved in advisory roles. Is the world ready to embrace a new entry following Guitar Hero?

“We thought such titles could be similar to sports games allowing annual releases,” he remarks. “There’s so much new music that it could be perennially popular, thus I remain optimistic. There’s no reason why it can’t persist for future fans.”

About the author

Scott Washington

Lena is a passionate writer and life enthusiast who enjoys documenting everyday moments and sharing insights on mindfulness and self-improvement.

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