The Iconic Game at 20 – How a Plastic Axe Bridged the Gap Between Rock Generations

Marking two decades after the legendary game first launched in North America, offering everyday gamers the tools to become a rock star. Not literally, though you'd be hard-pressed telling that anyone who has nailed the epic four-minute guitar solo in front of a packed living-room audience.

Created by Harmonix, the game gave players a guitar-shaped controller to match on-screen cues scrolling down the display in time with the music. Every sequence corresponded to particular chords, producing the sensation of a genuine performance.

Harmonix previously tried its hand in the music genre prior to teaming up with RedOctane, later purchased by the gaming giant during the mid-2000s. Together, they established the groundwork for a surprising billion-dollar franchise which made a remarkable influence on numerous of the artists featured, introducing classic bands to a new generation of younger players.

Michael Dornbrook, former COO of Harmonix, recalls the early budgetary hurdles in securing the songs – despite the fact initial releases mostly used cover versions.

“We reproduced all the music since the cost was so high,” he says. “Despite having the publishing rights alone, it was nearly impossible. We failed to secure bands like the Who – RedOctane had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero took off, and record sales airtime were going up, everyone wanted to participate.”

He continues: “One of the remarkable aspects was the number of mothers and fathers reached out and thanked us for introducing their kids to the music they loved. It became an intergenerational thing.”

Classic Rock Gains Younger Fans

Northern Irish group one featured act had Never Too Late on the 2008 game the popular installment. Lead musician the artist remembers how the series revived older hits back into vogue: “The game offered a bigger, younger audience. Typically such music was considered outdated material, but then when it was included in the game young people discovered it, suddenly it was cool. That legitimised it, and got rid of the ‘dad rock’ label. It provided all our music a new life.”

In 2008, the band's first record was still unreleased in the US, so the game served as a primary platform of discovery for the band as they went on a North American tour supporting the rock giants. “Their crew had on the song during travel, and several recognized us thanks to the game,” he notes.

Major Band Spin-offs Enduring Influence

Music's biggest acts soon took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated spin-off titles centered around each band’s catalogue and related lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the band more money than any of their studio albums. It moved well over 500,000 copies upon release, while demand for their songs rose of up to 40% at a time as the industry faced decline.

The series still motivates nimble-fingered dedication among its fans. Recently, an online personality achieved a remarkable feat featuring the challenging track – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a no-cost alternative with similar gameplay and extensive personalization features. This track is difficult enough on expert mode, not to mention performed at double speed while hitting a single one of the thousands of cues. They claimed requiring nine months to accomplish.

“The game is a fun, fantasy thing. If you play other games, it doesn't imply you should use a real gun and enlist,” says musician Herman Li.

DragonForce had already wrapped up a profitable run when Through the Fire and Flames was featured in the third game, but Li says it made them widely recognized. “I recall our distributors calling to tell me that we were records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of the headliners at the event.”

Indeed, DragonForce’s exposure from Guitar Hero was so immense that it threatened to eclipsing everything else the band has done. Recently, the song was used in promotional material for Despicable Me 4. “Previously I thought differently, but now I accept it,” he admits. “If you only hear a single track, it’s totally cool – everyone’s got a unique path in music and I’m glad we played a role in fans' experiences”.

The Lasting Impact from the Plastic Guitar

Top-tier marketing, whether it’s for automobiles, clothes or video games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what we were trying to create,” he confirms. “The excitement of being a rock star on the stage. From day one, the creators believed there’s an instinctive human desire to create songs, and their goal was to use technology to allow people to participate”.

The majority installments were released in just a five-year period between 2005 and 2010, featuring derivative titles like the DJ version, complete with a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals died down, aside from a brief comeback several years later.

Titles like the fan project and newer releases have maintained the community active, with set to be something from the original publisher in development. Recently formed developers has begun work on their first music game. The initial creators are both involved in advisory roles. Is the world ready to embrace a new entry following Guitar Hero?

“Our team believed such titles might become like Madden allowing annual 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.”

Anna Spencer
Anna Spencer

Maya is a data architect with over a decade of experience in enterprise solutions and cloud-based analytics.