The Iconic Game Turns 20 – The Plastic Guitar That United Generations Between Music Fans

Marking two decades since Guitar Hero debuted across the Atlantic, offering players everywhere the tools to become rock legends. Not literally, but try convincing someone who's mastered Free Bird’s lengthy guitar solo in front of an enthusiastic crowd of friends.

Created by the developers, the game gave players a plastic guitar peripheral to follow on-screen cues moving along the screen synchronized to the music. Each riff mimicked specific notes, creating the feel of an authentic performance.

The studio previously experimented in the music genre prior to teaming up with RedOctane, later acquired by Activision during the mid-2000s. Collaboratively, they laid the groundwork for a surprising massively profitable franchise that had a remarkable influence on numerous of the artists featured, showcasing decades-old groups to a new generation of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial financial challenges in securing the songs – despite the fact the first two games primarily featured rerecorded tracks.

“We rerecorded all the music since the dollar figure was so high,” he explains. “Despite having the publishing rights by themselves, it was extremely difficult. We failed to secure bands like legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. However, when Guitar Hero took off, and record sales and radio play were going up, all artists desired to participate.”

He adds: “One of the remarkable aspects was the number of parents reached out and thanked us for introducing their children to the music they loved. It evolved into a multigenerational phenomenon.”

Timeless Music Finds Younger Fans

Irish group one featured act included their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game revived classic rock back into vogue: “The game offered a larger, younger audience. Typically this had been considered music that was past it, however when it was featured on the game and teenagers were finding it, suddenly it was cool. This validated it, eliminating the outdated label. It provided all our music a new life.”

At that time, the Answer’s first record remained not available in the US, so Guitar Hero served as a primary platform for exposure for the group as they went on a North American tour supporting AC/DC. “Their crew had on Never Too Late on the tour bus, and some of them knew us thanks to the game,” Mahon says.

Major Band Spin-offs and Lasting Impact

Music's heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around their music collections and associated lore, imagery and legendary status. For example, the Aerosmith edition, it was said to have made the group greater revenue than any of their records. It moved more than half a million units in its first week, while demand for Aerosmith’s music saw an increase of up to 40% during an era when the music business was already collapsing.

The series still motivates quick-handed dedication among its fans. Earlier this year, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics but an array of personalization features. The song is difficult enough on expert mode, not to mention played at increased tempo and without missing every one of the thousands of cues. They stated requiring nine months to accomplish.

“Guitar Hero is a fun, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up a real gun and enlist,” notes musician Herman Li.

The band had already completed a successful tour when their hit appeared on Guitar Hero III, yet he explains it made them a household name. “I recall the record label calling to tell me that we were records were moving rapidly,” he says. “Popularity surged on the subsequent tour, and we performed just before the headliners at the event.”

Indeed, the band's visibility from Guitar Hero was so immense that it has risked overshadow all other the band has done. Last year, the track was used in promotional material for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” Li says. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I’m glad we played a role in fans' experiences”.

Enduring Impact from the Iconic Controller

The best marketing, be it for cars, clothes or video games, extends beyond mere transactions – it evokes a desire. Was the game able to tap into that? “Precisely what our team aiming to achieve,” he confirms. “The excitement of being a music icon on the stage. From day one, the co-founders felt that there’s an instinctive urge to make music, and their goal was to use technology to enable everyone to do it”.

Most of Guitar Hero games were released over a mere half-decade from 2005 to 2010, featuring derivative titles like the DJ version, including a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments waned, except for a short-lived revival in 2015.

Games like the fan project and newer releases have kept the scene alive, with expectations of something from the founders in development. Recently formed developers has begun work on its debut rhythm-based title. Original co-founders are both involved in advisory roles. Is the world prepared to welcome another game following Guitar Hero?

“We thought such titles could be similar to sports games where you can releases,” Dornbrook says. “With abundant new music that it could be perennially popular, thus I remain hopeful. It's entirely possible for it to continue for future fans.”

Sherry Howell
Sherry Howell

A seasoned security analyst with over a decade of experience in vault technologies and risk assessment.