Guitar Hero at 20 – The Plastic Guitar That Connected Generations Between Rock Fans

Marking two decades since Guitar Hero hit the market in North America, providing everyday gamers the means to become rock legends. Not in reality, though you'd be hard-pressed convincing someone who has nailed Free Bird’s four-minute instrumental break before a packed living-room audience.

Created by the developers, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues scrolling down the display in time with the music. Each riff corresponded to specific notes, creating the feel of an authentic live show.

The studio previously tried its hand in the music genre prior to teaming up with the publisher, later acquired by the gaming giant in 2006. Collaboratively, they laid the groundwork for a surprising massively profitable franchise which made a significant impact for many musicians included, introducing classic bands to millions of younger players.

Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the early budgetary hurdles in securing the songs – even though the first two games mostly used rerecorded tracks.

“We rerecorded all the music because the cost prohibitive,” he says. “Even with the publishing rights by themselves, it was extremely difficult. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. 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 parents got in touch expressing gratitude for introducing their children to the music they adored. It became an intergenerational thing.”

Timeless Music Finds a New Audience

Northern Irish group one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon recalls how the series brought older hits back into vogue: “Guitar Hero provided a larger, younger audience. Typically such music was seen as music that was past it, however once it got included in the title and teenagers discovered it, abruptly it was cool. That legitimised the genre, eliminating the ‘dad rock’ label. It gave our catalog renewed popularity.”

At that time, the band's first record was still unreleased in the US, meaning Guitar Hero served as a primary platform for exposure for the group during their a North American tour supporting AC/DC. “Their crew were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.

Rock’s Heavyweight Spin-offs Enduring Influence

Music's heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in specialized game editions that focused on their music collections and related lore, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said to have made the band more money than any of their records. It sold more than 500,000 units upon release, while sales of Aerosmith’s music rose significantly at a time as the industry faced decline.

The series still motivates quick-handed fanaticism within the community. Recently, a streamer completed a remarkable feat featuring the challenging track – an infamously tough anthem made popular by the game – on Clone Hero, a freeware game with similar mechanics but an array of customisation options. This track is difficult enough on the hardest setting, not to mention played at double speed while hitting a single one of the thousands of cues. They stated it took months of practice of practice.

“Guitar Hero offers a, fantasy thing. Just as with other games, it doesn't imply you ought to use actual weapons and go to war,” says DragonForce guitarist the artist.

DragonForce had already wrapped up a profitable run before Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into a household name. “I recall our distributors informing us that we were records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of top acts at the event.”

Indeed, the band's visibility from Guitar Hero proved so vast that it has threatened to eclipsing all other the band has done. Recently, the song was used in promotional material for Despicable Me 4. “Previously I felt differently, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, that's fine – everyone’s got a unique musical journey and I’m glad we’ve been part of people’s lives”.

Enduring Legacy from the Plastic Guitar

The best promotion, whether it’s for cars, clothes or games, goes further than selling something – it inspires a longing. Was the game able to tap into that? “Precisely what our team trying to create,” Dornbrook says. “The excitement of performing as a rock star in the spotlight. From day one, the co-founders believed there’s an instinctive urge to make music, and their goal was to use technology to enable everyone to participate”.

The majority installments came out over a mere five-year period between 2005 and 2010, featuring derivative titles like DJ Hero, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, aside from a short-lived revival several years later.

Titles like the fan project and newer releases have maintained the community active, with set to be a new product from the founders on the way. Recently formed developers has begun work on their first rhythm-based title. Original co-founders are participating as special advisers. Are gamers prepared to welcome a new entry in the spirit of Guitar Hero?

“Our team believed such titles might become similar to sports games allowing annual update every year,” he remarks. “There’s so much fresh tracks it could remain evergreen, thus I remain optimistic. It's entirely possible why it can’t persist for future fans.”

Ricky Duncan
Ricky Duncan

A seasoned gaming analyst with over a decade of experience in online casino trends and player strategies.