Guitar Hero Celebrates 20 Years – The Plastic Guitar That Connected the Gap Between Music Fans

It has been two decades after Guitar Hero first launched across the Atlantic, giving everyday gamers the means to feel like a rock star. Not literally, though you'd be hard-pressed convincing someone who has mastered the epic four-minute instrumental break in front of a packed crowd of friends.

Created by the developers, the game gave players a guitar-shaped controller to follow coloured notes moving along the display in time with a song. Each riff corresponded to particular chords, producing the feel of an authentic live show.

Harmonix previously experimented in the music genre before partnering with the publisher, which was purchased by the gaming giant in 2006. Collaboratively, they established the foundations for a surprising billion-dollar franchise that had a remarkable influence for many of the artists included, introducing decades-old groups to a new generation of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer of Harmonix, remembers the initial financial challenges of licensing the recordings – despite the fact initial releases primarily featured rerecorded tracks.

“We reproduced every song because the cost prohibitive,” he explains. “Even with the publishing rights alone, it proved nearly impossible. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and our team was pretty convinced it would fail. But once the game became a hit, album purchases and radio play increased, all artists desired to participate.”

He adds: “One of the amazing things was the number of mothers and fathers reached out expressing gratitude for introducing their kids to the music they loved. It evolved into a multigenerational thing.”

Classic Rock Gains Younger Fans

Irish blues-rock band one featured act had Never Too Late on the 2008 game the popular installment. Lead musician Paul Mahon remembers the way the game revived classic rock to the forefront: “Guitar Hero provided a larger, new demographic. Typically this had been seen as outdated material, however once it got featured on the game and teenagers discovered it, suddenly it was cool. That legitimised the genre, eliminating the ‘dad rock’ label. It provided our catalog a new life.”

In 2008, the band's debut album remained unreleased in the US, meaning the game served as a primary platform of discovery for the group as they went on a North American tour supporting AC/DC. “The roadies were playing Never Too Late on the tour bus, and several recognized us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Titles Enduring Influence

Rock’s heavyweight names soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on each band’s catalogue and related stories, imagery and legendary status. For example, the Aerosmith edition, it was said earned the band greater revenue than any of their records. It moved well over 500,000 copies upon release, and sales of Aerosmith’s music rose significantly at a time when the music business faced decline.

The series continues to inspire quick-handed fanaticism within the community. Earlier this year, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics but an array of personalization features. This track is challenging even in expert mode, let alone played at double speed and without missing every one of the thousands of cues. The streamer stated it took nine months of practice.

“Guitar Hero is a fun, fantasy thing. Just as with other games, it doesn't imply you ought to pick up actual weapons and enlist,” says musician Herman Li.

The band previously wrapped up a profitable run before their hit was featured in the third game, yet he explains it made them a household name. “I recall the record label calling to tell me that our selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of top acts at the event.”

Indeed, DragonForce’s exposure from Guitar Hero was so immense that it threatened to overshadow everything else accomplishments. Last year, the song was used in promotional material for Despicable Me 4. “In the past I thought otherwise, but now I accept it,” he admits. “Should you just hear a single track, it’s totally cool – each person has their own path in music and I'm pleased we played a role of people’s lives”.

Enduring Legacy of a Iconic Controller

The best marketing, be it for automobiles, apparel or video games, extends beyond mere transactions – it inspires a longing. Was the game able to tap into that? “Precisely what we were trying to create,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. From day one, the creators believed humans have a natural urge to create songs, and their goal was to use technology to allow people to do it”.

The majority of Guitar Hero games came out over a mere five-year period from 2005 to 2010, including spin-offs such as the DJ version, including a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals died down, aside from a brief comeback in 2015.

Games like 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 production on its debut music game. Original co-founders are participating as special advisers. Is the world ready to embrace another game in the spirit of the classic?

“We thought such titles might become like Madden allowing annual releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been hopeful. There’s no reason why it can’t continue with new generations.”

Shelby Buck
Shelby Buck

A cybersecurity specialist and tech writer with over a decade of experience in digital innovation and enterprise solutions.