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Tiempo Camino

Guitar Hero at 20 – The Plastic Guitar That Bridged the Gap Among Rock Fans

Marking two decades after the legendary game debuted in North America, giving everyday gamers the means to feel like a rock star. Not in reality, though you'd be hard-pressed telling that anyone who has mastered the epic four-minute guitar solo before an enthusiastic living-room audience.

Developed by Harmonix, the game gave players a plastic guitar peripheral to follow coloured notes moving along the screen in time with the music. Every sequence corresponded to particular chords, creating the sensation of an authentic live show.

The studio had already tried its hand in the music genre prior to teaming up with RedOctane, which was purchased by the gaming giant during the mid-2000s. Together, they established the groundwork for an unlikely massively profitable series that had a remarkable impact on numerous musicians included, introducing decades-old bands to millions of younger players.

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

“We reproduced every song because the cost was so high,” he says. “Despite having the publishing rights alone, it proved extremely difficult. We failed to secure bands like the Who – the publisher had virtually no money, and we were fairly certain the project would flop. But once Guitar Hero took off, album purchases airtime were going up, all artists desired to be in.”

He adds: “One of the amazing things was the number of parents got in touch expressing gratitude for introducing their kids to the songs they loved. It became an intergenerational thing.”

Classic Rock Gains a New Audience

Irish blues-rock band the Answer had their track on the 2008 game the popular installment. Lead musician Paul Mahon remembers the way the game revived older hits back into vogue: “The game provided a larger, younger audience. Generally this had been seen as music that was past it, however when it was included in the game and teenagers discovered it, abruptly it was cool. This validated the genre, and got rid of the ‘dad rock’ label. It gave all our music a new life.”

In 2008, the Answer’s first record remained unreleased stateside, 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 had on the song during travel, and some of them knew us from Guitar Hero,” Mahon says.

Major Band Titles and Lasting Impact

Rock’s biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around their music collections and associated stories, visuals and legendary status. In the case of, the Aerosmith edition, reportedly earned the band more money compared to their records. It moved well over 500,000 units upon release, and sales of Aerosmith’s music rose of up to 40% at a time as the industry was already collapsing.

The series continues to inspire nimble-fingered fanaticism within the community. Recently, a streamer achieved an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through the game – using a fan-made version, a freeware game with similar mechanics and extensive personalization features. This track is challenging even in expert mode, not to mention performed at increased tempo and without missing every one of its near 4,000 notes. The streamer claimed requiring months of practice 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,” says musician Herman Li.

DragonForce had already wrapped up a profitable run when their hit appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I remember our distributors informing us that we were records were moving rapidly,” he says. “Popularity surged when we next toured, and we performed just before the headliners on the Mayhem festival.”

Indeed, the band's visibility via the game proved so vast that it has risked overshadow everything else the band has done. Last year, the track was used in a trailer for a major film. “In the past I thought differently, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, that's fine – each person has a unique path in music and I’m glad we played a role of people’s lives”.

Enduring Legacy from the Plastic Guitar

The best marketing, be it for cars, clothes or games, extends beyond than selling something – it evokes a longing. Was the game able to harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star on the stage. From day one, the creators believed there’s an instinctive urge to create songs, and they wanted to use technology to allow people to do it”.

Most installments came out over a mere half-decade between 2005 and 2010, featuring spin-offs such as the DJ version, including a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments died down, aside from a brief comeback in 2015.

Titles like Clone Hero and newer releases have maintained the scene alive, with expectations of something from the founders in development. Recently formed developers has entered production on their first rhythm-based title. Original co-founders are participating in advisory roles. Are gamers prepared to welcome another game following the classic?

“Our team believed those games could be like Madden allowing annual update every year,” Dornbrook says. “With abundant new music it could remain perennially popular, thus I remain hopeful. It's entirely possible why it can’t continue with new generations.”

By

Cindy Bryan

Escritora y peregrina apasionada que ha completado múltiples rutas del Camino, compartiendo experiencias para inspirar a otros viajeros.

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