Guitar Hero at 20 – The Plastic Guitar That Connected the Gap Between Music Generations

Marking 20 years after Guitar Hero hit the market across the Atlantic, offering players everywhere the tools to feel like a rock star. Not in reality, but try convincing anyone who has nailed Free Bird’s lengthy instrumental break before an enthusiastic crowd of friends.

Developed by the developers, the game provided users with a guitar-shaped controller to follow on-screen cues moving along the display in time with the music. Each riff corresponded to specific notes, producing the sensation of an authentic live show.

The studio previously experimented with rhythm games prior to teaming up with the publisher, later acquired by Activision in 2006. Together, they laid the groundwork for an unlikely massively profitable series that had a significant impact for many musicians featured, showcasing classic groups to a new generation of gaming enthusiasts.

A former executive, former COO of Harmonix, remembers the early financial challenges in securing the recordings – despite the fact initial releases primarily featured rerecorded tracks.

“We rerecorded all the music since the cost was so high,” he explains. “Despite having the publishing rights alone, it proved extremely difficult. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. But once the game became a hit, album purchases and radio play increased, all artists desired to participate.”

He continues: “One of the remarkable aspects was the number of parents got in touch and thanked us for introducing their kids to the music they adored. It evolved into a multigenerational phenomenon.”

Timeless Music Finds a New Audience

Irish blues-rock band one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers how the series revived older hits back into vogue: “The game offered a bigger, younger audience. Typically such music was seen as outdated material, but then once it got included in the title and teenagers were finding it, abruptly it was cool. This validated the genre, eliminating the ‘dad rock’ tag. It provided our catalog renewed popularity.”

In 2008, the Answer’s first record was still not available in the US, so the game served as a primary platform of discovery for the band as they went on a North American tour supporting the rock giants. “Their crew were playing the song during travel, and several knew us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Spin-offs and Lasting Influence

Rock’s heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others featuring in specialized game editions centered around each band’s catalogue and associated lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band more money than any of their records. It sold more than half a million copies in its first week, while sales of Aerosmith’s music saw an increase of up to 40% at a time when the music business faced decline.

Guitar Hero still motivates nimble-fingered fanaticism within the community. Earlier this year, a streamer completed a remarkable feat featuring the challenging track – a notoriously difficult anthem popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay and extensive personalization features. This track is difficult enough on the hardest setting, let alone performed at increased tempo and without missing every one of the thousands of cues. They claimed requiring months of practice to accomplish.

“The game is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to use a real gun and enlist,” says musician the artist.

The band previously wrapped up a profitable run when Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into a household name. “I remember our distributors informing us that our selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we were playing right ahead of the headliners on the Mayhem festival.”

In fact, the band's visibility via the game proved so vast that it has threatened to eclipsing all other accomplishments. Recently, the track featured in promotional material for a major film. “In the past I felt differently, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, that's fine – everyone’s got their own musical journey and I'm pleased we played a role in fans' experiences”.

The Lasting Impact of a Plastic Guitar

The best marketing, be it for cars, clothes or games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of being a rock star in the spotlight. From day one, the co-founders felt that there’s an instinctive human desire to make music, and they wanted to use technology to enable everyone to participate”.

Most installments came out over a mere half-decade between 2005 and 2010, including derivative titles like the DJ version, complete with a spinning deck, and the band-focused game. After that, corporate focus in plastic instruments waned, except for a brief comeback several years later.

Games like the fan project and newer releases have kept the scene active, with expectations of a new product from the original publisher in development. Recently formed developers has begun work on their first rhythm-based title. Original co-founders are participating as special advisers. Is the world ready to embrace a new entry in the spirit of the classic?

“Our team believed those games might become like Madden allowing annual releases,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, thus I remain hopeful. It's entirely possible why it can’t continue for future fans.”

Scott Smith
Scott Smith

A technology strategist with over 15 years of experience in IT consulting, focusing on helping SMEs optimize their digital infrastructure.