It has been two decades after the legendary game debuted in North America, offering players everywhere the opportunity to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing someone who's nailed the epic four-minute instrumental break in front of an enthusiastic living-room audience.
Created by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes moving along the screen synchronized to a song. Every sequence mimicked specific notes, producing the feel of an authentic live show.
Harmonix had already experimented in the music genre before partnering with RedOctane, which was acquired by the gaming giant in 2006. Collaboratively, they established the foundations for a surprising massively profitable franchise that had a significant influence for many of the artists included, introducing decades-old bands to millions of younger players.
A former executive, former COO of Harmonix, recalls the early budgetary hurdles of licensing the recordings – even though the first two games mostly used rerecorded tracks.
“We rerecorded every song because the cost was so high,” he says. “Even with the publishing rights by themselves, it proved nearly impossible. We couldn’t get bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. But once the game became a hit, and record sales airtime were going up, all artists desired to participate.”
He adds: “One of the amazing things was the number of mothers and fathers reached out and thanked us for exposing their kids to the songs they loved. It became an intergenerational thing.”
Classic Rock Gains a New Audience
Irish group the Answer had Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon remembers the way the game revived older hits back into vogue: “The game provided a larger, younger audience. Typically this had been seen as music that was past it, but then once it got included in the title and teenagers were finding it, suddenly it became trendy. That legitimised the genre, and got rid of the outdated tag. It gave our catalog renewed popularity.”
At that time, the band's first record remained not available in the US, so the game was a key medium for exposure for the band during their a North American tour supporting AC/DC. “The roadies were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Impact
Rock’s biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on each band’s catalogue and associated stories, imagery and legendary status. For example, the Aerosmith edition, reportedly to have made the band greater revenue compared to their studio albums. It sold well over half a million units upon release, and demand for Aerosmith’s music rose of up to 40% at a time when the music business faced decline.
The series continues to inspire quick-handed fanaticism within the community. Earlier this year, an online personality completed an impressive attempt featuring the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics and extensive customisation options. This track is challenging enough on expert mode, not to mention played at increased tempo while hitting every one of its near 4,000 notes. They stated requiring months of practice to accomplish.
“The game is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to use actual weapons and enlist,” notes DragonForce guitarist the artist.
DragonForce had already completed a profitable run before Through the Fire and Flames was featured in the third game, yet he explains it turned them into widely recognized. “I remember our distributors informing us that we were selling albums rapidly,” he shares. “It exploded when we next toured, and we performed right ahead of top acts at the event.”
In fact, DragonForce’s exposure via the game proved so vast that it has risked overshadow everything else accomplishments. Last year, the song featured in promotional material for a major film. “In the past I felt otherwise, but now I accept it,” he admits. “If you only listen to a single track, that's fine – each person has their own path in music and I'm pleased we’ve been part in fans' experiences”.
Enduring Impact of a Iconic Controller
The best marketing, whether it’s for automobiles, clothes or video games, goes further mere transactions – it evokes a longing. Was the game able to tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “The excitement of performing as a music icon in the spotlight. Since the beginning, the creators felt that there’s an instinctive urge to make music, and they wanted to leverage innovation to allow people to participate”.
Most of Guitar Hero games came out in just a five-year period from 2005 to 2010, featuring spin-offs such as DJ Hero, complete with a turntable controller, and the band-focused game. After that, corporate focus on peripherals died down, aside from a short-lived revival several years later.
Games such as Clone Hero and newer releases have kept the scene alive, and there’s set to be a new product from the founders on the way. Recently formed developers has entered production on their first rhythm-based title. Original co-founders are participating as special advisers. Are gamers ready to embrace another game following Guitar Hero?
“We thought those games might become similar to sports games allowing annual update every year,” Dornbrook says. “With abundant new music that it could be perennially popular, thus I remain hopeful. It's entirely possible why it can’t continue for future fans.”