Guitar Hero Celebrates 20 Years – The Plastic Guitar That Bridged the Gap Between Rock Generations

It has been two decades since the legendary game debuted across the Atlantic, offering everyday gamers the opportunity to become a rock star. Figuratively speaking, though you'd be hard-pressed convincing anyone who has mastered the epic lengthy guitar solo in front of an enthusiastic crowd of friends.

Created by the developers, the game gave players a guitar-shaped controller to follow on-screen cues moving along the display in time with a song. Every sequence corresponded to specific notes, creating the feel of a genuine live show.

The studio had already tried its hand in the music genre prior to teaming up with RedOctane, which was purchased by Activision in 2006. Together, they laid the foundations for an unlikely massively profitable franchise that had a remarkable impact on numerous of the artists included, introducing decades-old groups to a new generation of gaming enthusiasts.

A former executive, ex-chief operating officer of Harmonix, remembers the initial budgetary hurdles in securing the songs – despite the fact initial releases primarily featured cover versions.

“We reproduced all the music since the dollar figure prohibitive,” he explains. “Despite having the publishing rights alone, it was nearly impossible. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when the game took off, and record sales airtime were going up, everyone wanted to be in.”

He continues: “One of the remarkable aspects was how many parents got in touch expressing gratitude for exposing their children to the music they loved. It evolved into an intergenerational phenomenon.”

Classic Rock Gains a New Audience

Irish group the Answer had their track in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls the way the game revived classic rock back into vogue: “The game provided a bigger, younger audience. Typically such music was considered outdated material, however when it was included in the title young people were finding it, abruptly it was cool. That legitimised the genre, and got rid of the ‘dad rock’ label. It provided all our music a new life.”

In 2008, the band's debut album remained not available stateside, meaning the game served as a primary platform for exposure for the band as they went on US tour opening for the rock giants. “The roadies were playing Never Too Late on the tour bus, and several knew us thanks to the game,” he notes.

Major Band Titles Enduring Influence

Rock’s heavyweight names quickly took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on each band’s catalogue and associated stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said earned the band greater revenue than any of their studio albums. It moved more than 500,000 copies in its first week, and sales of their songs rose of up to 40% at a time when the music business faced decline.

Guitar Hero still motivates quick-handed fanaticism among its fans. Recently, an online personality achieved an impressive attempt featuring Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar mechanics and extensive customisation options. The song is difficult even in expert mode, not to mention performed at double speed while hitting a single one of its near 4,000 notes. They claimed it took nine months to accomplish.

“Guitar Hero is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you should use actual weapons and enlist,” says musician the artist.

The band previously wrapped up a successful tour when Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into a household name. “I recall the record label informing us that we were selling albums like crazy,” he says. “It exploded when we next toured, and we performed just before the headliners on the Mayhem festival.”

Indeed, DragonForce’s exposure via the game was so immense that it has threatened to eclipsing all other accomplishments. Recently, the track featured in promotional material for a major film. “In the past I thought otherwise, but now I accept it,” he admits. “Should you just hear one DragonForce song, that's fine – everyone’s got a unique musical journey and I’m glad we’ve been part in fans' experiences”.

The Lasting Legacy from the Plastic Guitar

Top-tier promotion, whether it’s for cars, apparel or video games, extends beyond than selling something – it inspires a desire. Did Guitar Hero harness this? “Precisely what we were trying to create,” he confirms. “The excitement of performing as a rock star on the stage. From day one, the creators felt that humans have a natural human desire to make music, and their goal was to use technology to enable everyone to participate”.

Most of Guitar Hero games came out over a mere five-year period from 2005 to 2010, featuring derivative titles such as the DJ version, including a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments waned, aside from a short-lived revival in 2015.

Games like Clone Hero and newer releases have maintained the scene alive, and there’s set to be something from the founders in development. A new studio has entered work on their first music game. Original co-founders are participating in advisory roles. Is the world prepared to welcome a new entry following the classic?

“We thought such titles might become similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, thus I remain optimistic. It's entirely possible why it can’t persist with new generations.”

John Peterson
John Peterson

Liam Koelstra is a tech enthusiast and mindfulness coach, exploring the intersection of AI and well-being.