Guitar Hero Turns 20 – The Plastic Guitar That Connected Generations Between Music Generations

It has been two decades since the legendary game debuted across the Atlantic, offering everyday gamers the opportunity to become rock legends. Figuratively speaking, but try telling that anyone who's mastered Free Bird’s four-minute instrumental break in front of a packed crowd of friends.

Created by the developers, the game gave players a plastic guitar peripheral to match on-screen cues moving along the display in time with a song. Each riff corresponded to particular chords, producing the sensation of an authentic performance.

The studio had already tried its hand in the music genre prior to teaming up with the publisher, which was purchased by the gaming giant in 2006. Together, they laid the groundwork for an unlikely billion-dollar franchise that had a remarkable influence for many musicians included, introducing decades-old bands to a new generation of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the early budgetary hurdles in securing the songs – despite the fact the first two games mostly used rerecorded tracks.

“We rerecorded every song since the dollar figure prohibitive,” he explains. “Even with the publishing rights alone, it was nearly impossible. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and we were pretty convinced it would fail. However, when the game took off, and record sales airtime were going up, everyone wanted to participate.”

He continues: “Among the amazing things was the number of mothers and fathers got in touch and thanked us for introducing their children to the music they loved. It evolved into an intergenerational phenomenon.”

Classic Rock Finds a New Audience

Irish group the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series revived classic rock back into vogue: “Guitar Hero offered a larger, new demographic. Generally such music was considered music that was past it, but then once it got included in the title and teenagers were finding it, abruptly it was cool. That legitimised it, eliminating the outdated tag. It gave all our music a new life.”

At that time, the Answer’s debut album was still not available stateside, so the game was a key medium for exposure for the band as they went on a North American tour supporting AC/DC. “The roadies were playing Never Too Late during travel, and several knew us thanks to the game,” he notes.

Major Band Titles Enduring Impact

Rock’s biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions centered around each band’s catalogue and associated lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue than any of their records. It moved well over 500,000 copies in its first week, while sales of Aerosmith’s music saw an increase of up to 40% during an era when the music business faced decline.

The series still motivates nimble-fingered dedication among its fans. Recently, a streamer completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem 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 difficult enough on expert mode, let alone performed at increased tempo and without missing a single one of its near 4,000 notes. The streamer stated requiring nine months to accomplish.

“The game offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to pick up actual weapons and go to war,” says DragonForce guitarist Herman Li.

DragonForce previously wrapped up a profitable run when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them widely recognized. “I recall the record label calling to tell me that our records were moving rapidly,” he says. “Popularity surged on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”

Indeed, the band's visibility via the game proved so vast that it has threatened to eclipsing everything else the band has done. Recently, the track featured in promotional material for a major film. “In the past I felt otherwise, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, that's fine – each person has a unique path in music and I’m glad we’ve been part of people’s lives”.

The Lasting Impact of a Iconic Controller

Top-tier promotion, whether it’s for cars, apparel or games, extends beyond than selling something – it inspires a longing. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” he confirms. “The excitement of being a rock star in the spotlight. Since the beginning, the co-founders believed humans have a natural human desire to make music, and they wanted to leverage innovation to enable everyone to participate”.

Most installments came out in just a half-decade between 2005 and 2010, including derivative titles such as DJ Hero, complete with a turntable controller, and Band Hero. After that, the publisher’s interest on peripherals waned, aside from a brief comeback in 2015.

Games such as the fan project and Fortnite Festival have maintained the community active, with set to be a new product from the founders in development. Recently formed developers has entered production on its debut music game. The initial creators are participating in advisory roles. Is the world ready to embrace another game following Guitar Hero?

“Our team believed such titles could be like Madden where you can releases,” he remarks. “With abundant fresh tracks it could remain evergreen, so I’ve always been optimistic. It's entirely possible why it can’t continue for future fans.”

Madison Wilkins
Madison Wilkins

Elara is a forward-thinking analyst with a passion for exploring how technology and society intersect to create new opportunities.