Guitar Hero at 20 – The Plastic Guitar That United Generations Among Music Generations

Marking 20 years after Guitar Hero first launched across the Atlantic, offering everyday gamers the means to become rock legends. Not literally, but try convincing anyone who's nailed the epic four-minute instrumental break in front of a packed crowd of friends.

Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes moving along the screen synchronized to the music. Every sequence corresponded to particular chords, creating the feel of an authentic performance.

The studio had already tried its hand with rhythm games prior to teaming up with RedOctane, later purchased by the gaming giant during the mid-2000s. Together, they established the groundwork for a surprising massively profitable series that had a significant influence on numerous musicians included, showcasing classic bands to millions of younger players.

Michael Dornbrook, former COO of Harmonix, remembers the initial financial challenges of licensing the recordings – even though initial releases primarily featured rerecorded tracks.

“We reproduced every song since the dollar figure prohibitive,” he explains. “Even with the publishing rights alone, it was nearly impossible. We couldn’t get bands like legendary groups – RedOctane had virtually no money, and our team was fairly certain it would fail. However, when Guitar Hero became a hit, and record sales and radio play were going up, everyone wanted to participate.”

He continues: “Among the remarkable aspects was the number of parents reached out and thanked us for introducing their kids to the music they loved. It evolved into an intergenerational phenomenon.”

Timeless Music Finds Younger Fans

Irish group the Answer had their track on the 2008 game the popular installment. Guitarist Paul Mahon remembers the way the game brought classic rock to the forefront: “The game provided a bigger, new demographic. Typically this had been considered outdated material, but then when it was included in the game and teenagers discovered it, suddenly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ label. It gave our catalog a new life.”

In 2008, the band's first record was still unreleased stateside, so the game was a key medium for exposure for the group during their US tour supporting the rock giants. “Their crew were playing Never Too Late during travel, and several knew us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs Enduring Influence

Rock’s biggest acts soon took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in specialized game editions that focused on their music collections and associated lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the group more money compared to their records. It sold more than 500,000 units in its first week, while demand for their songs saw an increase significantly at a time when the music business was already collapsing.

Guitar Hero still motivates quick-handed fanaticism within the community. Recently, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through the game – using a fan-made version, a freeware game with almost identical gameplay but an array of customisation options. The song is difficult enough on expert mode, not to mention played at increased tempo while hitting a single one of its near 4,000 notes. They stated it took months of practice of practice.

“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you should use actual weapons and enlist,” notes musician Herman Li.

DragonForce previously wrapped up a successful tour before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it made them a household name. “I recall our distributors calling to tell me that we were selling albums rapidly,” he says. “It exploded when we next toured, and we performed right ahead of top acts on the Mayhem festival.”

In fact, DragonForce’s exposure via the game proved so vast that it risked overshadow everything else accomplishments. Last year, the track featured in promotional material for a major film. “In the past I thought otherwise, but now I accept it,” he admits. “If you only hear one DragonForce song, it’s totally cool – each person has their own path in music and I'm pleased we’ve been part in fans' experiences”.

Enduring Legacy from the Plastic Guitar

The best marketing, be it for cars, apparel or video games, goes further mere transactions – it evokes a desire. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star on the stage. From day one, the co-founders believed there’s an instinctive human desire to create songs, and their goal was to use technology to allow people to participate”.

The majority installments came out in just a five-year period between 2005 and 2010, featuring derivative titles like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, aside from a brief comeback in 2015.

Games like Clone Hero and Fortnite Festival have maintained the scene alive, with set to be something from the original publisher in development. Recently formed developers has entered work on its debut rhythm-based title. Original co-founders are participating in advisory roles. Is the world prepared to welcome a new entry following the classic?

“Our team believed such titles might become 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 why it can’t continue with new generations.”

Pamela Taylor
Pamela Taylor

A digital marketing strategist with over 10 years of experience helping bloggers optimize their content and reach.