Guitar Hero Turns 20 – The Plastic Guitar That Bridged the Gap Between Rock Generations

It has been 20 years after the legendary game first launched across the Atlantic, offering players everywhere the opportunity to feel like a rock star. Figuratively speaking, but try convincing someone who's mastered the epic four-minute guitar solo before a packed living-room audience.

Developed by the developers, Guitar Hero gave players a guitar-shaped controller to match coloured notes moving along the display synchronized to a song. Every sequence corresponded to specific notes, creating the sensation of an authentic live show.

Harmonix previously experimented in the music genre before partnering with the publisher, which was acquired by the gaming giant in 2006. Together, they established the groundwork for an unlikely massively profitable franchise which made a remarkable influence on numerous of the artists included, introducing decades-old groups to millions of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the early budgetary hurdles of licensing the recordings – even though the first two games mostly used cover versions.

“We reproduced all the music because the cost prohibitive,” he says. “Despite having the necessary permissions by themselves, it was nearly impossible. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and we were pretty convinced the project would flop. But once Guitar Hero became a hit, album purchases and radio play increased, everyone wanted to participate.”

He continues: “One of the remarkable aspects was how many mothers and fathers reached out expressing gratitude for exposing their children to the songs they loved. It became a multigenerational thing.”

Timeless Music Gains a New Audience

Northern Irish group the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series brought older hits back into vogue: “Guitar Hero offered a bigger, younger audience. Typically this had been considered music that was past it, but then when it was included in the title and teenagers discovered it, suddenly it became trendy. This validated the genre, and got rid of the ‘dad rock’ label. It gave all our music a new life.”

In 2008, the band's debut album remained not available stateside, so the game served as a primary platform for exposure for the group as they went on a North American tour opening for AC/DC. “Their crew were playing the song during travel, and some of them knew us thanks to the game,” he notes.

Major Band Spin-offs and Lasting Influence

Rock’s heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles centered around their music collections and related stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly earned the group more money than any of their studio albums. It sold well over 500,000 copies in its first week, and sales of Aerosmith’s music saw an increase of up to 40% at a time as the industry was already collapsing.

Guitar Hero continues to inspire nimble-fingered fanaticism among its fans. Recently, an online personality completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with similar gameplay but an array of personalization features. This track is challenging enough on expert mode, let alone played at increased tempo and without missing a single one of the thousands of cues. The streamer stated it took nine months of practice.

“The game offers a, fantasy thing. Just as with other games, it doesn't imply you ought to use actual weapons and go to war,” notes musician Herman Li.

DragonForce previously wrapped up a successful tour when Through the Fire and Flames was featured in the third game, yet he explains it made them a household name. “I recall our distributors informing us that our selling albums rapidly,” he says. “It exploded when we next toured, and we performed just before top acts at the event.”

In fact, DragonForce’s exposure from Guitar Hero was so immense that it risked overshadow everything else the band has done. Recently, the track featured in promotional material for a major film. “In the past I thought differently, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we’ve been part of people’s lives”.

The Lasting Legacy from the Iconic Controller

Top-tier marketing, whether it’s for automobiles, apparel or games, goes further mere transactions – it evokes a desire. Was the game able to harness this? “That’s exactly what our team trying to create,” he confirms. “The excitement of performing as a rock star on the stage. Since the beginning, the co-founders believed humans have a natural human desire to make music, and their goal was to use technology to allow people to do it”.

The majority installments were released in just a five-year period from 2005 to 2010, featuring spin-offs like the DJ version, complete with a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments waned, aside from a brief comeback in 2015.

Games such as the fan project and Fortnite Festival have maintained the scene active, with set to be a new product from the original publisher on the way. A new studio has entered work on their first music game. The initial creators are participating in advisory roles. Is the world ready to embrace another game following the classic?

“Our team believed such titles could be like Madden where you can releases,” Dornbrook says. “With abundant new music it could remain perennially popular, thus I remain optimistic. There’s no reason for it to continue with new generations.”

Charles Ortiz
Charles Ortiz

A tech journalist and digital strategist with over a decade of experience covering emerging technologies and their impact on society.