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Summary
This engaging video documents the rise and fall of Guitar Hero, from its origins as a groundbreaking rhythm game sensation to its decline due to market oversaturation and corporate mismanagement. Created by two companies, Harmonics and Red Octane, the franchise revolutionized music gaming but eventually crumbled as developers pushed too many titles too fast, failed to innovate, and faced high licensing costs. It highlights how competitor Rock Band contributed to Guitar Hero's downfall by introducing fresh elements to the genre. The complex story underscores the delicate balance needed in understanding market demands and artistic integrity.
Highlights
Harmonics and Red Octane created Guitar Hero, shaping a sensational rhythm game revolution. π΅
Guitar Hero's initial massive success, with tens of millions of copies sold, faded into obscurity. π
Corporate decisions, like rushed releases and licensing costs, hastened the franchise's decline. π‘
Rock Band's innovations in adding new instruments shook the rhythm game market. π₯
Activision's strategy led to market flooding and fatigued consumer interest in Guitar Hero. π
Key Takeaways
The origins of Guitar Hero began with Harmonics and Red Octane, who created a revolutionary rhythm game sensation. πΈ
Despite initial success, the Guitar Hero franchise faced decline due to market oversaturation and poor corporate decisions. π
Rock Band emerged as a formidable competitor, innovating and appealing to music game enthusiasts. πΆ
High licensing costs for original tracks contributed significantly to Guitar Hero's financial struggles. πΈ
Activision's aggressive release strategy led to oversaturation, damaging long-term franchise sustainability. πΉοΈ
Overview
Guitar Hero once dominated the world with its exhilarating rhythm gameplay, becoming a staple at college parties and family gatherings. However, the rapid rise was followed by a steep decline due to numerous factors, one of which was oversaturation. The market couldn't sustain the barrage of releases, particularly when Rock Band introduced new innovations that captivated audiences. π―
Within a few years, Activision's high-stakes gamble on aggressive rollouts of Guitar Hero titles led to decreased consumer interest and financial losses. Not helping matters were the hefty costs associated with securing track licenses, which piled on the pressure. In contrast, Rock Band thrived by adopting a customer-friendly approach. πΈπ€
Ultimately, Guitar Hero's story is a classic tale of how not meeting market evolution can lead to downfall. Though its legacy lives on through enthusiast memories and remaining vigil in pop culture, the franchise's official closure showed a critical learning point in balancing corporate aspirations with audience desires. π€
Chapters
00:00 - 00:30: Introduction Introduction: The Introduction chapter describes the massive rise and fall of the Guitar Hero franchise. Once a popular game series celebrated in college parties and family gatherings, Guitar Hero dominated its domain with over 20 games, selling tens of millions of copies, and cultivating a passionate fan following. However, within a decade, the franchise plummeted into obscurity. The chapter sets the stage to explore the historical narrative of Guitar Hero, beginning with the formation of the two foundational companies responsible for its creation and impact on the gaming industry.
00:30 - 02:00: Formation of Harmonix and RedOctane The chapter discusses the formation of Harmonix and Red Octane. Harmonix was founded on May 10th, 1995, by Alex Opolis and Iran Izi, both MIT graduates, with the aim of making non-musicians feel like musicians. Their initial project called The Acts was a joystick music improv system, which wasn't well received and sold only about 300 copies.
02:00 - 03:30: Harmonix's Early Challenges In the late 1990s, Harmonix, a fledgling company started by two aspiring creators, encountered difficulties with their initial business model. Observing the booming success of rhythm-based video games such as Beat Mania and Dance Dance Revolution, they decided to pivot their focus towards game development. Their first game, Frequency, was released on November 20, 2001, for the PlayStation 2. Although it was praised by critics, sales were disappointing. Their subsequent releases, Amplitude on March 25, 2003, and Karaoke Revolution on November 4, 2003, faced similar challenges. Despite critical acclaim, commercial success remained elusive. The chapter highlights the early obstacles faced by Harmonix as they transitioned into game development and the initial struggle to achieve market success despite positive reviews.
03:30 - 06:00: RedOctane's Entry into Rhythm Games RedOctane's entry into rhythm games was marked by a critical issue faced by Harmonics, the creators behind games like Frequency. These games, though critically successful, failed to achieve mass appeal. The primary problem was not the quality of the games but the marketing strategy. Without a dedicated hardware controller, players used regular PlayStation controllers, which didn't enhance the gaming experience. As a result, despite having great games, Harmonics struggled to draw players to try them in the first place.
06:00 - 09:00: Partnership that Created Guitar Hero The chapter titled 'Partnership that Created Guitar Hero' discusses the early beginnings of the business RedOctane, which was founded by two brothers, Kai Huang and Charles Wong, on September 10th, 1999. Initially, RedOctane operated as a digital game rental service, similar to later services like GameFly and Netflix. Customers could rent digital games by loaning their games for a fee, enabling someone else to play it while they rented a title themselves. However, the burst of the dot-com bubble disrupted the business, prompting the brothers to seek out a new direction. During this transition, they started to notice and consider the growing success of a particular niche, which eventually led them towards the creation of Guitar Hero.
09:00 - 15:00: The Success of Guitar Hero 1 and 2 This chapter discusses the success and uniqueness of rhythm games in Japan, particularly focusing on Dance Dance Revolution. The games required custom controllers or peripherals to be played, which were not available in the US at that time. A rental service became one of the few ways to access these games, and the company capitalized on this by creating and selling their own dance pads. This strategy not only sustained them financially but also helped in building their reputation.
15:00 - 18:30: Activision's Acquisition and Changes The chapter discusses how Red Octane, initially a hardware company, decided to enter the game publishing sector with the release of 'In the Groove' for consoles. It highlights the influence of 'Dance Dance Revolution' (DDR) in proving to Konami the viability of rhythm games in Western markets, despite DDR not achieving the same level of success in the West as it did in Japan.
18:30 - 27:00: Guitar Hero's Expansion and Oversaturation Red Octane recognized the limited appeal of dance games in Western markets and sought to invigorate interest in rhythm games by focusing on rock and roll instruments. Inspired by the Japanese arcade series 'Guitar Freaks,' they embarked on developing a rhythm game controller that mimicked a real guitar, aiming to captivate the American audience.
27:00 - 32:00: Rock Band as a Competitor The chapter "Rock Band as a Competitor" discusses the challenges faced by Red Octane, a company that manufactured gaming hardware. Despite having innovative ideas, they struggled to find a game developer to create software compatible with their controllers, as many companies believed music games were not profitable. Cory Fong, Red Octane's senior brand manager, highlighted this misconception. Ultimately, Harmonics was one of the few companies that took their proposal seriously.
32:00 - 40:30: The Decline and End of the Franchise The chapter discusses the decline and eventual end of the Guitar Hero franchise. Despite the initial challenges, Harmonics partnered with Red Octane to produce controllers for their music game. Red Octane funded the development of Guitar Hero, requiring Harmonics to complete it in just nine months with a budget of less than $2 million. The short development cycle was a significant challenge, reflecting the industry's common dilemma of choosing between speed, cost, and quality.
40:30 - 44:30: Guitar Hero Live and Further Decline The chapter 'Guitar Hero Live and Further Decline' discusses how Harmonix, the company behind Guitar Hero, managed to quickly develop the game thanks to retaining the rights to their previous game's code. This strategic move allowed them to utilize existing systems from their prior rhythm games such as Amplitude and Karaoke Revolution, which significantly expedited the creation of Guitar Hero. This foresight in negotiations proved beneficial in saving time and resources.
44:30 - 50:00: Rock Band's Continued Success The chapter discusses the importance of saving time to pursue personal interests, highlighting how using meal services like Factor 75 can help achieve this. Factor 75 delivers fresh, chef-crafted, and dietician-approved meals that are ready in just two minutes, making it a convenient solution for those tired of cooking. The narrator has been a satisfied subscriber of the service for about a year.
50:00 - 54:47: Conclusion: The Fate of Guitar Hero The chapter titled 'Conclusion: The Fate of Guitar Hero' discusses meal planning and options provided by a service named Factor. It highlights the variety of meal options available, including low-calorie, high-protein, keto, and vegan or vegetarian meals. The transcript emphasizes how Factor simplifies the process of meal preparation, reducing stress and the need for grocery shopping, while also supporting the channel through promotions. A discount offer for first-time users is mentioned, encouraging them to take advantage of Factor's meal service.
Why Guitar Hero Died Transcription
00:00 - 00:30 - Once touted as an impressive franchise that dominated college parties and family get togethers to one that modern teenagers probably
don't even know about. Guitar Heroes Fall from Grace was massive. How did a franchise with so
much potential, 20 plus games, tens of millions of copies
sold in a massive cult-like following vanish into
complete obscurity within the span of a decade? Well, to tell this story, we need to start at the very beginning with a game that would change the industry forever. The origins of Guitar Hero
began with the formation of two scrappy companies.
00:30 - 01:00 Harmonics and Red Octane
Harmonics was established on May 10th, 1995 by Alex Opolis and Iran Izi, two new graduates from MIT. The company was created with the goal of making non-musicians
feel like musicians, although they had yet to
figure out how to achieve this. Their first project was titled The Acts, and as Alex Opolis put
it, it wasn't a game, it was a joystick music improv system. And by this description alone, you can understand why it was
a cataclysmic failure selling only about 300 copies.
01:00 - 01:30 Fast forward to 1999, and the duo had noticed the success of rhythm video games such as
Beat Mania, Parapa, the Rappa and Dance Dance Revolution. As they faced the reality of their latest business
model failing, they decided to shift gears to developing video games. Their first video game
Frequency released on November 20th, 2001 for
the PlayStation two. It was well received
critically, but it sold poorly. Their subsequent titles
Amplitude on March 25th, 2003 and Karaoke Revolution on
November 4th, 2003 met similar
01:30 - 02:00 fates, critically successful, but not quite reaching mass appeal. The issue that Harmonics
had with Frequency and their other early titles was that people just didn't
care about the ideas these games brought to the table. So this meant that the
company could make great games that people loved but
couldn't get people to see and try these games to begin with. They had a marketing problem and it stemmed from the fact that they didn't have a
dedicated hardware controller. You just played their games with a normal PlayStation controller, and that wasn't very fun.
02:00 - 02:30 Around the same time, red
Octane was established by two brothers, Kai Huang and Charles Wong on September 10th, 1999. It began as a digital games
rental service predating the likes of GameFly and Netflix. The premise was that you loan
them games for some cash, then somebody gets to play
it while you rent out a title yourself. Shortly after opening the service up, the.com bubble Burst knee
capping the entire operation, the brothers scrambled
to find a new niche, and as they search,
they noticed the success
02:30 - 03:00 of Rhythm Games in Japan. What was unique about games
like Dance Dance Revolution, for example, was that they
required custom controllers or peripherals to be played. Neither the games themselves or the peripherals were sold
anywhere in the US at the time, which positioned their
rental service as one of the few ways to play them. Of course, you wouldn't have a
controller to play them with, so they decided to create and sell their own dance pads to go along with their game rentals. It wasn't much, but it
brought in enough cash to help the company weather the storm and build a reputation for themselves.
03:00 - 03:30 Through this, they also proved to konami that there was a market for
dance dance revolution on consoles in the west, helping
to bring the title overseas. Around this time, ROR games
had just released a similar arcade title to DDR called In the Groove as Red Octane was looking
to expand their operations beyond making hardware, they
decided to enter the world of publishing within the
Grooves console release. Still Red Octane saw that even though Dance Dance
Revolution had found some success in the West, it
wasn't to the explosive degree that Japan saw.
03:30 - 04:00 Red Octane wanted to capture
that popularity in the us, but the writing was on the wall. Dance games just weren't very
popular in Western markets. They had to think outside of the box and find a way to make
rhythm games interesting for American audiences. So designing hardware centered around rock and roll instruments like guitars and drums were their best bet. They got a lot of inspiration
from a Japanese arcade cabinet series called Guitar Freaks and began their foray into
making an exciting new rhythm game controller that
felt like a real guitar.
04:00 - 04:30 They had great ideas, but they needed someone
to develop the game that these controllers worked with because remember, red Octane
was not a game developer. They just made the hardware, and this sounded like a simple task, but most game development
companies dismiss Red Octane by simply claiming that
music games don't sell. But according to Cory Fong, the senior brand manager at Red Octane, they just didn't know any better. So very few companies gave
them the time of day, except of course Harmonics.
04:30 - 05:00 While their music games didn't sell, their work did catch the
attention of Red Octane. So Harmonics needed a controller, and Red Octane needed a game, and the perfect partnership was formed. Red Octane agreed to
create the peripherals for this new game titled Guitar Hero and Fund Its Development, but
Harmonics had to finish it and nine months and for less
than $2 million would they be able to deliver. As we all know, short development
cycles always come at the cost of something. After all, they say, you can
only pick two quick, cheap,
05:00 - 05:30 or good, but somehow
Harmonics had to do all three. Fortunately, they had the
foresight when negotiating contracts with past publishers
to allow the company to retain all rights to the
code used in their other games. This meant that they weren't
working off of a blank slate. They could use the systems
from their past rhythm games to quickly craft a working build, and their past titles, amplitude and Karaoke Revolution
were basically the perfect combination to create
something like Guitar Hero and the amount of time that they saved by having this code on hand
would be extremely beneficial
05:30 - 06:00 to everything else the team had going on. Saving time is one of the
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06:00 - 06:30 Basically, you get to pick
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and sponsoring this video. And let's now talk about the
cost involving Guitar Hero in order to keep licensing costs down. Harmonics only purchased the
rights to do covers of songs and had Wave Group try to
recreate them as closely as possible for the game. This was a great solution
for the early days of the franchise as it
allowed them to save money, but licensing would become a
bigger issue later down the
07:00 - 07:30 line throughout Guitar
Hero One's development, the game was an absolute
hit with the staff. Not only did they enjoy developing it, they enjoyed playing it. Harmonics was largely
composed of musicians, which allowed them to create a game that more accurately
represented rock culture, and it was awesome. They even added their own
band songs as bonus tracks. Things were looking great, but only time would tell if the
customers felt the same way. Prior to release Guitar, hero's Big Break was when Red
Octane's senior brand manager,
07:30 - 08:00 again, Corey Fong, contacted IGN and asked them to check out the game. The team at IGN loved it and people flocked in
droves to try it out. At that year's, E three
Guitar Hero released on November 8th, 2005, and the reception was
nothing short of massive. It made $45 million in
the first two months. The demand for the game
was so high in fact that Red Octane couldn't keep up. Stores would request as
many as 80,000 guitar units, and the best the company
could do was 2,500 at a time.
08:00 - 08:30 It was obvious that the two
studios had a smash hit on their hands, so naturally a
sequel was the next step. Harmonics and Red Octa knew
that Guitar Hero two had to be bigger and better
in every way imaginable. It needed to include new modes,
characters, guitars, venues, and of course new songs, which
worked out great for them because with the success
of the first game, they had far more power when
negotiating licensing deals. This allowed for some of
the most requested bands to be featured in the track list.
08:30 - 09:00 It was even possible to license
a few master recordings, something that was completely impossible for their first game. In the end, there were 64 songs at launch, 17 more than its predecessor, and each of them came with a base and rhythm track that
could be played separately with a different note chart. This feature essentially
doubled the catalog and allowed players to perform as a band and multiplayer, instead of
just facing off the game, even included a practice mode where players could review
specific sections of songs as much as they wanted. It had just about everything
players could have
09:00 - 09:30 wanted in a sequel. So when Guitar Hero Two
released on November 7th, 2006, it was no surprise it was yet
another resounding success. It grossed over $200
million in only two months, more than four times what the first game made
in the same amount of time. It wasn't too long before
bigger publishers wanted to cut and made offers to purchase
Red Octane in Harmonics. Activision bought Red Octane
in the Guitar Hero brand in May of 2006 for a whopping $100
million while MTV games owned
09:30 - 10:00 by Viacom bought Harmonics for
175 million later that year. But there was a catch, for
whatever reason, likely bad Blood between Activision and Viacom higher ups. Red Octane was forbidden from working with Harmonics again on
another Guitar Hero title. As a result. Their last title
together was Guitar Hero Rocks the eighties, the Follow-up
to Guitar Hero two, as they were still contractually obligated to see a spinoff until completion. But after this, Activision
would be in charge of all upcoming Guitar Hero games,
10:00 - 10:30 and while this seemed good at first, it would quickly take
a turn for the worst. As a result, guitar Hero Three Legends of Rock was the first title
in the series developed by Neversoft instead of Harmonics. While they were well equipped
for the job based off of their experience with
the Tony Hawk series, they lacked the same musical
experience that Harmonics had. This led to many small
personal touches being lost in subsequent titles. Examples include note charts,
poorly matching the music, and a focus on providing
a challenging experience
10:30 - 11:00 instead of one that's fun. Neversoft also decided
to play extremely safe for their first title in the series, barely Innovating
Anything with the sequel. Apart from New wireless
controllers, online multiplayer and the games increased difficulty,
there really wasn't much to set it apart from past titles except of course the soundtrack. The song Count was a whopping 73 tracks. Over half of them were master
recordings instead of covers, and it included many iconic
bands, even Better Guns N Roses, legendary guitarist slash
was featured in the story
11:00 - 11:30 with a song he created
exclusively for the game. The track selections were by
far the best of any game yet as many critics would go on to confirm. However, there was one other element that elevated the game's
popularity to unfathomable Heights, and it came in the form of a new console breaking into the market. The Nintendo, we was a cultural
touchstone when it first came out on November 19th, 2006. Not only did it end up becoming one of the best selling consoles
in gaming history, it managed
11:30 - 12:00 to appeal to new audiences. It was a massive hit with casual
players becoming a console that was synonymous with
families and get togethers. While the Xbox 360 and PS three became the
consoles for hardcore gamers, it had a very particular brand that was a match made
in heaven for the likes of Guitar Hero. So when Guitar Hero three
released on October 28th, 2007, copies were flying off the shelves. It was Activision's most
successful launch at the time, making a hundred million
dollars in the first week alone.
12:00 - 12:30 And even though the game was
released on six different platforms, the we
version made up over half of the game's sales. The figures don't even begin
to scratch the surface of how it impacted social gatherings either. The game seemed to be everywhere, and everyone who saw it
wanted to give it a shot. When they did, they were hooked. It didn't matter that the
title didn't innovate in a lot of areas because to almost
everyone playing the game, the franchise was completely new to them. And frankly, it was
just a really good game, even if it had some
blemishes here and there.
12:30 - 13:00 But despite that, over the next few years, the Guitar Hero franchise
would decline almost as quickly as it started. In typical AAA game publisher
fashion, Activision decided that they needed to bring
more guitar hero titles to the market with
sequels, ports, expansions, and spinoffs being released annually. While things weren't as
charming as they used to be, there was still some
hope Activision's access to resources drastically
reduce the shortages of guitar controllers. Titles could be ported to
more consoles simultaneously, and most of these new games did bring some
13:00 - 13:30 improvements to the series. To many, the shift wasn't even noticeable. Out of the millions playing these games, there weren't exactly a lot
of people who were familiar with the underground culture
they were originally based on. All they knew was that the
series allowed them to connect with friends and family in
completely new ways, especially after the enormous success of
the we, which already managed to bridge generations unlike
any console ever had before. The sales figures alone
speaks to the impact that this franchise had on
pop culture being the first
13:30 - 14:00 to have an individual video
game generate over $1 billion in revenue, it was a monstrous success, but things would soon go
downhill relatively quickly. While all of this was going on, harmonics didn't wanna
step away from the genre after Guitar Hero two,
they immediately got to work making a title
with the same formula, but with new instruments
added into the fray. This resulted in Rock band as a competitor franchise
sprouting from the foundation of Guitar Hero Two. In 2007, the company's drastic
innovations ended up becoming an
14:00 - 14:30 astronomical, critical and financial success
bringing in over $600 million. Despite the additional peripherals
bringing the price tag up to 200 Rock Band wasn't
made with the intention of killing Guitar hero either. In fact, the individuals at Red Octane and Harmonics never
actually held any grudges, but the Rhythm Game Arms
race had officially heated up because of rock band's
innovation and success. Only a year later, guitar Hero four World
Tour adopted the drum and microphone instruments. While this was largely a
good thing, it meant none
14:30 - 15:00 of the songs from past
games could be imported, including their DLC. This also marked the first
title in the series to be able to feature every single song as the original master recording. Instead of covers like Guitar Hero three, the game was criticized
for poor note charting. And even with the new improvements, people considered this game to be the worst guitar hero game. Yet it had a lot of flaws. But most importantly, the game poorly communicated
when a band mate was failing a song and there wasn't a way
to save them from failing. Unlike in rock band, this would lead
15:00 - 15:30 to frustrating situations where the entire team loses the game because one player was struggling. Guitar Hero four tried to
innovate with the introduction of an in-game music creator, but it was predictably quite limited. Overall. Critics wrote it
off as an inferior replica of rock band, which was problematic. The game was still a huge
success in terms of sales, albeit a bit less than Rock Band two. But the cracks in the
series were definitely starting to show. The two franchises were largely able to coexist over the
course of 2007 and 2008.
15:30 - 16:00 In fact, they had almost a
symbiotic relationship with how they could innovate upon each other and give back to the bands that they were licensing tracks from. Between 2005 and 2008, a total of six guitar
hero titles were released, and what the success of Rock Band, the Rhythm Game Market
would soon be extremely oversaturated. To fight this oversaturation,
Activision would do something that would begin the downward spiral that would eventually kill
this beloved franchise. In 2009, six new Guitar
Hero titles came out.
16:00 - 16:30 Remember, there were six mainline
titles released by the end of 2008, and by the end of
2009, that number had doubled. It was a mad dash to
capitalize on market share and compete with rock band, and all intentionality
was thrown out the window. One of these new games
smash hits didn't even feature new songs. It was just a combination
of the most beloved and played songs of the series. Critics called it The Definition
of Milking a franchise. The excitement for each of these
new guitar hero games began
16:30 - 17:00 to fade, and people were
quickly becoming overwhelmed with the number of titles on the market. This was indicated by Guitar Hero five, barely selling a million
copies by the end of the year, less than a third of the
past entry in the series, despite actually being
a pretty decent game. But to make matters worse, rock band released three titles
in 2009, further compounding to the oversaturation of the genre. You couldn't go into any
game store without being met with an onslaught of rhythm
game titles like it or not. And let us not forget
the elephant in the room,
17:00 - 17:30 the 2008 recession was still
being felt heavily by many. Even if you were interested
in all of these titles, there were very few people
who could actually afford to buy all of these AAA rhythm games, plus the expensive peripherals
that they called for. Three of the Guitar Hero titles that were released in 2009
were minor expansions coming with less songs and overall
polish than mainline releases, but still being sold at
a full $60 price point. The last of which Guitar Hero
Van Halen was ripped to shreds by critics and fans, IG N's.
17:30 - 18:00 Eric bvi said No effort was
put into making it good. It's a step backwards for the franchise and a totally unnecessary release with other critics like the
ones at Game Pros tearing into it as well. Unsurprisingly, all 2009 Guitar Hero and Rock band games
performed worse than their publishers had expected. For context, the music genre
produced 200 million in 2006, 1 billion in 2007, 1.6 billion in 2008, and now 900 million. In 2009.
18:00 - 18:30 Half the profits with four
times the titles of past years. It was clear the genre as
a whole was on the decline. Going into 2010, Activision realized this and immediately started to
cut back on the franchise. On February 11th, 2010, news broke that Activision was shutting down. Red Octane, one of the original creators and moving staff responsible for developing Guitar
Hero controllers directly into Activision. Even worse, never Soft's
guitar Hero team was set to be dissolved after
completing development on Guitar Hero six.
18:30 - 19:00 The future of the franchise seemed grim, even if Activision claimed that they were just putting
Guitar Hero on hiatus, if these remaining titles
didn't perform well, Activision was sure to
pull the plug entirely. So when Guitar Hero Warriors of Rock came out on September 24th, 2010 and received mediocre reviews, it was a death sentence for the series. The title failed to break even. 1 million Sales and reviews were at an all
time low, a stark contrast to the glory days of the series.
19:00 - 19:30 The game was meant to be
returned to the series roots, but it had an incredibly weak set list that could barely be considered rock. A number of songs didn't
even feature guitars as the dominant instrument,
a pretty big oversight for a game called Guitar Hero. All in all, the game felt
aimless and underwhelming. The last DLC for it was
released on April 12th, 2011, barely six months after the game came out. And on March 31st, 2014, all of the DLC for Guitar Hero Warriors of Rock were permanently
removed from storefronts due to Activision, no longer
holding the licensing rights
19:30 - 20:00 for many of the tracks. In fact, the track licensing
was a consistent problem for the Guitar Hero franchise
from the very beginning. In a sense, guitar Hero
relies on the works of other artists who exist. The issue with this is it
costs money to license the work of artists for your product. The cost depends on many different factors and can be negotiated with the respective licensing companies. But there are a few points
that make cost go up what you need the song for, whether it's the master recording or not, and how famous the song is. Early on into the franchise,
20:00 - 20:30 the developers circumvented
this issue by creating covers of the songs instead
of using the originals. But as the franchise grew,
the set list had to as well. Master recordings and
famous songs became a must, and neither of those came cheap. The company's responsible for licensing. The songs want to ensure its profitable and that it won't reflect
badly on the artist in any way. This issue would only get
worse as DLC was released for later titles because now they can't just
ask for a one-time license. It has to be renewed every so often, and you also need the rights
to distribute the song.
20:30 - 21:00 It lit a fire under the entire franchise that compounded the need for a guitar hero to always be successful to combat the rising licensing costs. With this in mind, it's more
apparent why the poor reception to Warriors of Rock was such
an issue to the company. Activision determined that
Guitar Hero was no longer the flagship franchise that it used to be, and Neversoft, the Activision
studio that developed all of the guitar hero games
since Activision acquired the rights to the franchise
was in rough waters, too. Between the declining
guitar hero sales figures
21:00 - 21:30 and the disinterest in
the Tony Hawk franchise that put them on the radar,
they were no longer profitable and Activision deemed that it
was time to consolidate them to mitigate losses. So Neversoft was shut down in 2014 and merged with another Activision studio, effectively pulling the plug
on all future guitar hero projects on the other side of the coin. While Warriors of Rock was a
disappointing release Rock Band three, which came out
around the same time, fared infinitely better with critics receiving
three perfect ratings in all and over a 90% on meta critic.
21:30 - 22:00 But even with the positive
reception, the sales of this game were also only a
modest success reaching a mere 1.2 million units. Over the course of five years, the rhythm game market was
officially oversaturated. And no matter what new gimmicks
these franchises brought to the table, people just weren't going to be buying Guitar Hero and rock band games like they used to. Rock Band three did manage
to maintain profitability due to the increased price points
surrounding the peripherals and the constant barrage
of DLC releases, at least
22:00 - 22:30 for a little while longer. But the truth of the
matter was this guitar hero and rock band were in an
arms race flooding the market with expensive, somewhat
repetitive rhythm games that required upwards
of a few hundred dollars worth of peripherals. There's only so much
demand for music games, and when there are 20 plus
games released in less than a decade, people are going to lose interest. So while Guitar Hero's Fate
was sealed a bit sooner than rock bands, the failure of
both franchises was inevitable. With Neversoft Shut down,
guitar Hero fell off the radar
22:30 - 23:00 after Warriors of Rock. But in a last ditch effort, Activision released Guitar
Hero Live in 2015 using another one of their subsidiaries
called Freestyle Games, who worked on another series
of rhythm games called DJ Hero. In 2009, this new title was supposed to make Guitar Hero
exciting again by switching to a six finger controller to more accurately represent
real guitar strumming instead of the five finger controller that was used from the very beginning. And while this sounded great
in theory, fans hated it. Plus, because of this change, no songs from past games
were backwards compatible,
23:00 - 23:30 and you were also forced to buy an entirely new guitar
controller making the barrier to entry even higher
than it should have been. The visuals were also completely changed, losing the character and flair
that made the game feel fun and exciting, and the notes
were all entirely redesigned to a weird three note system that made the whole thing feel bland, corporatized, and uninteresting. The game also only had
42 songs by default, and you had to play to earn tokens and hero cash to temporarily
unlock the ability to play the good parts of the catalog.
23:30 - 24:00 The whole system was terrible, and it was honestly a
disgrace to longtime fans of the Guitar Hero series. So of course, the game flopped and caused half of the
Freestyle game staff to be laid off only four months after the game's initial release. And this failure marked the
final straw for the future of the Guitar Hero franchise. And believe it or not,
rock band never quite met the same fate. Instead of changing everything,
rock Band Four largely stuck to the same formula, but
for next gen consoles and saw a huge success resulting in around a hundred million dollars in sales.
24:00 - 24:30 By early 2016. The games catalog, thanks
to allowing the importing of past songs and purchasing of previous DLCs spanned over 1500 songs. They operated on the philosophy that if you bought a rock band song, it should still be yours
and Rock Band four. In 2021, epic Games purchased Harmonics, and they worked on Fortnite Festival. Rock Band Four would
continue to be supported with New Weekly DLC all the
way up until January of 2024. And all the DLC from Rock
Band three was also available
24:30 - 25:00 to purchase, allowing players who also utilize the extensive
free importing features to potentially amass a
catalog of over 3000 songs. We don't know what the
future holds for harmonics and future rock band titles, but we do know that guitar
hero's fate is sealed, at least for the foreseeable future. I'm sure Activision will bring
Guitar Hero back sometime over the next few years,
continuing the same cycle of greedy AAA developers
ruining franchises just to bring them back from the dead. And the name of profit.