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

It has been 20 years since the legendary game first launched across the Atlantic, offering everyday gamers the means to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who has nailed Free Bird’s four-minute instrumental break before an enthusiastic living-room audience.

Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match coloured notes moving along the screen in time with the music. Every sequence corresponded to specific notes, creating the feel of an authentic live show.

Harmonix previously tried its hand in the music genre prior to teaming up with the publisher, later acquired by Activision during the mid-2000s. Together, they laid the groundwork for an unlikely billion-dollar series that had a significant impact for many of the artists included, showcasing classic bands to millions of gaming enthusiasts.

A former executive, former COO from the developer, remembers the initial budgetary hurdles in securing the recordings – even though initial releases mostly used cover versions.

“We reproduced every song since the cost was so high,” he says. “Despite having the necessary permissions alone, it was nearly impossible. We couldn’t get bands like the Who – the publisher had virtually no money, and we were pretty convinced it would fail. But once Guitar Hero became a hit, and record sales airtime increased, everyone wanted to be in.”

He continues: “One of the amazing things was how many parents got in touch expressing gratitude for introducing their children to the music they adored. It evolved into a multigenerational phenomenon.”

Classic Rock Gains Younger Fans

Northern Irish group the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers how the series brought classic rock back into vogue: “Guitar Hero offered a bigger, younger audience. Typically such music was considered outdated material, but then when it was featured on the title young people were finding it, suddenly it became trendy. That legitimised it, and got rid of the outdated label. It provided all our music a new life.”

In 2008, the band's first record was still unreleased in the US, meaning the game served as a primary platform of discovery for the band as they went on a North American tour supporting the rock giants. “The roadies were playing Never Too Late during travel, and several knew us thanks to the game,” he notes.

Rock’s Heavyweight Titles and Lasting Impact

Music's biggest acts quickly took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around their music collections and associated lore, visuals and legendary status. In the case of, the Aerosmith edition, reportedly earned the band more money than any of their studio albums. It sold well over half a million units in its first week, while demand for Aerosmith’s music rose of up to 40% at a time as the industry faced decline.

The series still motivates quick-handed dedication among its fans. Earlier this year, an online personality completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult anthem popularized through Guitar Hero – on Clone Hero, a freeware game with similar gameplay but an array of customisation options. This track is challenging even in expert mode, let alone played at increased tempo while hitting every one of its near 4,000 notes. The streamer claimed it took nine months to accomplish.

“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you should pick up a real gun and enlist,” says musician the artist.

DragonForce previously wrapped up a successful tour when Through the Fire and Flames appeared on Guitar Hero III, but Li says it made them a household name. “I remember the record label informing us that we were records were moving like crazy,” he shares. “It exploded on the subsequent tour, and we were playing right ahead of top acts on the Mayhem festival.”

Indeed, DragonForce’s exposure via the game proved so vast that it has threatened to eclipsing everything else the band has done. Last year, the song featured in a trailer for a major film. “Previously I thought differently, but now I accept it,” Li says. “If you only hear one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we played a role of people’s lives”.

Enduring Impact from the Plastic Guitar

The best marketing, be it for automobiles, clothes or games, goes further than selling something – it inspires a longing. Was the game able to harness this? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of performing as a music icon on the stage. From day one, the creators believed there’s an instinctive urge to make music, and their goal was to leverage innovation to allow people to do it”.

The majority of Guitar Hero games were released in just a half-decade from 2005 to 2010, featuring derivative titles like DJ Hero, including a turntable controller, and Band Hero. After that, corporate focus on peripherals waned, except for a short-lived revival several years later.

Games like Clone Hero and Fortnite Festival have kept the community active, with expectations of something from the founders on the way. Recently formed developers has begun work on their first rhythm-based title. The initial creators are both involved as special advisers. Is the world prepared to welcome another game in the spirit of Guitar Hero?

“We thought those games might become similar to sports games where you can releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, thus I remain optimistic. There’s no reason for it to continue with new generations.”

Elizabeth Brown
Elizabeth Brown

A tech journalist with over a decade of experience covering emerging technologies and consumer electronics.

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