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Guitar Hero Turns 20 – The Plastic Guitar That Connected Generations Among Music Fans

Marking 20 years since Guitar Hero first launched in North America, giving players everywhere the tools to become rock legends. Figuratively speaking, though you'd be hard-pressed telling that anyone who has mastered the epic lengthy instrumental break in front of an enthusiastic crowd of friends.

Created by Harmonix, the game provided users with a plastic guitar peripheral to follow coloured notes moving along the screen in time with a song. Every sequence corresponded to specific notes, creating the sensation of an authentic performance.

Harmonix had already experimented in the music genre before partnering with RedOctane, later acquired by Activision during the mid-2000s. Collaboratively, they laid the groundwork for an unlikely massively profitable franchise which made a significant influence on numerous musicians featured, introducing classic bands to millions of gaming enthusiasts.

A former executive, ex-chief operating officer of Harmonix, remembers the early financial challenges of licensing the recordings – even though the first two games mostly used cover versions.

“We reproduced every song because the cost was so high,” he explains. “Despite having the necessary permissions by themselves, it was extremely difficult. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once Guitar Hero took off, and record sales and radio play were going up, everyone wanted to be in.”

He adds: “One of the amazing things was how many parents reached out expressing gratitude for introducing their kids to the music they loved. It became an intergenerational thing.”

Timeless Music Finds a New Audience

Northern Irish group one featured act had their track on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls how the series revived older hits back into vogue: “Guitar Hero provided a bigger, younger audience. Typically this had been seen as music that was past it, however when it was featured on the game young people were finding it, suddenly it became trendy. This validated it, and got rid of the outdated tag. It provided all our music a new life.”

In 2008, the band's debut album remained not available in the US, meaning the game served as a primary platform of discovery for the group as they went on US tour opening for the rock giants. “Their crew were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.

Major Band Titles and Lasting Influence

Music's biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and others starring in dedicated spin-off titles centered around their music collections and associated lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the band greater revenue compared to their records. It sold more than half a million copies in its first week, and demand for their songs saw an increase significantly at a time when the music business was already collapsing.

Guitar Hero still motivates quick-handed dedication among its fans. Recently, a streamer achieved a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive customisation options. This track is difficult even in expert mode, not to mention played at increased tempo and without missing every one of its near 4,000 notes. They claimed it took months of practice to accomplish.

“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you ought to pick up a real gun and go to war,” says DragonForce guitarist Herman Li.

DragonForce previously wrapped up a profitable run when their hit appeared on Guitar Hero III, but Li says it made them a household name. “I remember our distributors informing us that we were selling albums like crazy,” he shares. “Popularity surged on the subsequent tour, and we were playing right ahead of the headliners at the event.”

In fact, the band's visibility from Guitar Hero was so immense that it risked eclipsing all other accomplishments. Last year, the song was used in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” Li says. “Should you just hear a single track, that's fine – everyone’s got a unique musical journey and I’m glad we played a role of people’s lives”.

The Lasting Legacy of a Iconic Controller

The best marketing, be it for automobiles, clothes or games, goes further mere transactions – it evokes a longing. Was the game able to tap into that? “Precisely what our team trying to create,” Dornbrook says. “That thrill of performing as a music icon on the stage. From day one, the creators believed there’s an instinctive urge to make music, and their goal was to use technology to allow people to participate”.

Most of Guitar Hero games came out in just a half-decade between 2005 and 2010, featuring derivative titles such as DJ Hero, including a turntable controller, and Band Hero. Subsequently, the publisher’s interest in plastic instruments waned, except for a brief comeback several years later.

Titles such as Clone Hero and Fortnite Festival have kept the community alive, and there’s set to be something from the original publisher in development. A new studio has begun production on their first music game. Original co-founders are both involved as special advisers. Is the world prepared to welcome another game in the spirit of Guitar Hero?

“Our team believed those games could be like Madden where you can releases,” he remarks. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t continue for future fans.”

By

Jessica Mitchell

Elena is a passionate urban designer and play advocate, dedicated to creating inclusive and imaginative play areas in city landscapes.

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