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Guitar Hero at 20 – The Plastic Guitar That United the Gap Between Music Generations

It has been 20 years since the legendary game debuted in North America, offering everyday gamers the means to feel like a rock star. Not in reality, though you'd be hard-pressed convincing someone who's mastered Free Bird’s four-minute guitar solo before an enthusiastic living-room audience.

Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes scrolling down the display in time with the music. Every sequence corresponded to specific notes, producing the sensation of an authentic performance.

The studio previously experimented in the music genre prior to teaming up with the publisher, later acquired by Activision during the mid-2000s. Collaboratively, they laid the foundations for an unlikely massively profitable series that had a remarkable impact on numerous musicians featured, showcasing decades-old groups to a new generation of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial financial challenges of licensing the recordings – despite the fact the first two games mostly used rerecorded tracks.

“We reproduced all the music because the dollar figure prohibitive,” he says. “Despite having the publishing rights alone, it was extremely difficult. We couldn’t get acts such as legendary groups – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. However, when Guitar Hero became a hit, album purchases airtime increased, all artists desired to be in.”

He continues: “One of the remarkable aspects was how many parents got in touch and thanked us for introducing their kids to the music they adored. It became an intergenerational thing.”

Timeless Music Gains Younger Fans

Northern Irish blues-rock band the Answer had their track on the 2008 game the popular installment. Guitarist Paul Mahon remembers the way the game revived older hits back into vogue: “The game offered a larger, new demographic. Typically this had been considered outdated material, however once it got included in the game young people were finding it, suddenly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ label. It gave all our music renewed popularity.”

In 2008, the band's debut album remained not available stateside, so the game was a key medium for exposure for the band during their a North American tour supporting the rock giants. “The roadies had on the song during travel, and some of them recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Titles and Lasting Influence

Rock’s biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around each band’s catalogue and associated lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, it was said earned the group more money than any of their studio albums. It sold more than 500,000 copies in its first week, while demand for Aerosmith’s music rose significantly at a time as the industry was already collapsing.

The series continues to inspire quick-handed dedication within the community. Earlier this year, an online personality achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a freeware game with similar mechanics and extensive customisation options. The song is difficult enough on expert mode, let alone performed at double speed and without missing every one of the thousands of cues. They stated it took nine months of practice.

“The game is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you should use a real gun and go to war,” notes DragonForce guitarist Herman Li.

The band previously wrapped up a successful tour when their hit appeared on Guitar Hero III, yet he explains it turned them into a household name. “I recall the record label calling to tell me that we were records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed just before top acts on the Mayhem festival.”

In fact, the band's visibility via the game was so immense that it has threatened to eclipsing all other accomplishments. Last year, the track featured in promotional material for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” he admits. “If you only hear a single track, that's fine – each person has a unique musical journey and I’m glad we’ve been part in fans' experiences”.

The Lasting Impact of a Iconic Controller

Top-tier promotion, whether it’s for cars, apparel or video games, goes further mere transactions – it evokes a longing. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” he confirms. “That thrill of performing as a music icon in the spotlight. From day one, the creators felt that humans have a natural human desire to create songs, and their goal was to use technology to allow people to participate”.

Most installments were released over a mere half-decade between 2005 and 2010, including derivative titles such as DJ Hero, complete with a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments died down, except for a short-lived revival in 2015.

Titles like Clone Hero and Fortnite Festival have maintained the community active, with set to be something from the founders in development. Recently formed developers has entered work on their first music game. The initial creators are both involved in advisory roles. Are gamers ready to embrace another game following the classic?

“Our team believed such titles might become similar to sports games where you can update every year,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, so I’ve always been optimistic. It's entirely possible for it to persist with new generations.”

SD
Written by

Sandra Davila

Aria is a tech enthusiast and software developer with a passion for exploring emerging technologies and sharing practical insights.

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