It has been two decades since the legendary game hit the market in North America, giving players everywhere the tools to feel like rock legends. Not literally, though you'd be hard-pressed telling that someone who has mastered Free Bird’s four-minute instrumental break before an enthusiastic living-room audience.
Developed by Harmonix, the game provided users with a plastic guitar peripheral to follow coloured notes scrolling down the display in time with a song. Every sequence corresponded to specific notes, producing the sensation of a genuine performance.
Harmonix had already tried its hand with rhythm games before partnering with the publisher, which was acquired by Activision in 2006. Together, they established the groundwork for a surprising billion-dollar franchise which made a significant influence on numerous musicians featured, introducing decades-old bands to a new generation of gaming enthusiasts.
A former executive, former COO from the developer, recalls the early financial challenges of licensing the recordings – even though the first two games mostly used rerecorded tracks.
“We reproduced every song because the cost was so high,” he explains. “Despite having the necessary permissions alone, it was extremely difficult. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and our team was pretty convinced the project would flop. But once the game became a hit, album purchases airtime increased, all artists desired to be in.”
He adds: “One of the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for introducing their children to the music they adored. It became a multigenerational thing.”
Timeless Music Gains a New Audience
Northern Irish blues-rock band one featured act included their track in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series brought classic rock back into vogue: “The game offered a larger, younger audience. Generally such music was seen as music that was past it, however when it was featured on the game and teenagers discovered it, suddenly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ label. It provided our catalog a new life.”
At that time, the band's first record remained not available in the US, meaning the game served as a primary platform of discovery for the band as they went on a North American tour opening for the rock giants. “The roadies were playing Never Too Late during travel, and some of them recognized us thanks to the game,” he notes.
Major Band Titles Enduring Influence
Rock’s biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and others starring in dedicated game editions centered around each band’s catalogue and related stories, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the group greater revenue compared to their records. It moved more than 500,000 units upon release, and sales of their songs saw an increase significantly during an era when the music business was already collapsing.
The series continues to inspire quick-handed dedication among its fans. Earlier this year, a streamer completed an impressive attempt featuring the challenging track – an infamously tough anthem popularized through the game – using a fan-made version, a freeware game with similar gameplay but an array of customisation options. The song is challenging enough on the hardest setting, not to mention played at increased tempo and without missing a single one of the thousands of cues. They claimed it took nine months of practice.
“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you should use a real gun and go to war,” says DragonForce guitarist the artist.
DragonForce had already completed a profitable run when their hit was featured on Guitar Hero III, but Li says it made them widely recognized. “I remember our distributors calling to tell me that we were records were moving like crazy,” he shares. “It exploded on the subsequent tour, and we were playing right ahead of the headliners at the event.”
In fact, DragonForce’s exposure via the game was so immense that it has risked eclipsing everything else accomplishments. Last year, the track was used 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 one DragonForce song, that's fine – everyone’s got a unique musical journey and I’m glad we’ve been part of people’s lives”.
Enduring Legacy from the Iconic Controller
The best marketing, whether it’s for automobiles, clothes or video games, extends beyond mere transactions – it evokes a longing. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star on the stage. Since the beginning, the creators believed there’s an instinctive urge to make music, and their goal was to use technology to enable everyone to participate”.
The majority installments were released in just a half-decade between 2005 and 2010, featuring derivative titles like DJ Hero, including a spinning deck, and the band-focused game. After that, corporate focus on peripherals died down, except for a brief comeback in 2015.
Titles such as Clone Hero and Fortnite Festival have kept the community active, and there’s set to be something from the founders in development. A new studio has entered production on its debut music game. The initial creators are both involved as special advisers. Are gamers prepared to welcome a new entry following the classic?
“Our team believed such titles might become like Madden where you can releases,” Dornbrook says. “There’s so much new music it could remain perennially popular, thus I remain hopeful. It's entirely possible for it to persist for future fans.”