Guitar Hero Turns 20 – The Plastic Guitar That Bridged Generations Among Rock Generations

Marking 20 years after Guitar Hero hit the market across the Atlantic, giving everyday gamers the means to feel like a rock star. Not literally, but try convincing anyone who has nailed Free Bird’s lengthy instrumental break in front of a packed crowd of friends.

Developed by the developers, the game gave players a guitar-shaped controller to match on-screen cues moving along the display synchronized to the music. Each riff mimicked specific notes, creating the sensation of a genuine live show.

Harmonix had already experimented with rhythm games prior to teaming up with the publisher, later purchased by the gaming giant during the mid-2000s. Together, they laid the groundwork for a surprising massively profitable series which made a significant influence for many musicians included, showcasing classic bands to millions of gaming enthusiasts.

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

“We reproduced all the music because the cost prohibitive,” he explains. “Despite having the publishing rights alone, it was extremely difficult. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. But once the game took off, album purchases airtime were going up, everyone wanted to be in.”

He continues: “One of the remarkable aspects was how many parents reached out expressing gratitude for introducing their kids to the music they adored. It became a multigenerational thing.”

Timeless Music Gains Younger Fans

Northern Irish blues-rock band one featured act included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game brought classic rock back into vogue: “The game provided a larger, new demographic. Generally such music was considered outdated material, but then once it got featured on the title and teenagers were finding it, suddenly it was cool. This validated the genre, and got rid of the ‘dad rock’ label. It provided all our music renewed popularity.”

In 2008, the Answer’s first record was still not available stateside, meaning the game served as a primary platform of discovery for the band as they went on US tour supporting the rock giants. “Their crew had on Never Too Late on the tour bus, and several knew us thanks to the game,” he notes.

Major Band Spin-offs Enduring Influence

Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on each band’s catalogue and related stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue than any of their studio albums. It moved well over half a million units upon release, and sales of Aerosmith’s music rose significantly during an era as the industry was already collapsing.

The series still motivates nimble-fingered dedication among its fans. Recently, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a freeware game with similar gameplay and extensive personalization features. The song is difficult enough on the hardest setting, let alone performed at double speed and without missing every one of the thousands of cues. They stated requiring nine months of practice.

“Guitar Hero is a fun, imaginary experience. If you play other games, that doesn’t mean you should use a real gun and go to war,” notes DragonForce guitarist the artist.

DragonForce previously wrapped up a profitable run before their hit was featured on Guitar Hero III, but Li says it turned them into a household name. “I recall our distributors informing us that our records were moving like crazy,” he shares. “Popularity surged when we next toured, and we performed right ahead of top acts at the event.”

Indeed, DragonForce’s exposure via the game proved so vast that it threatened to overshadow all other the band has done. Recently, the track was used in promotional material for Despicable Me 4. “In the past I felt differently, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, it’s totally cool – everyone’s got a unique path in music and I'm pleased we played a role in fans' experiences”.

Enduring Impact from the Plastic Guitar

The best marketing, be it for cars, apparel or games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “The excitement of performing as a music icon in the spotlight. From day one, the creators believed there’s an instinctive urge to create songs, and they wanted to leverage innovation to enable everyone to do it”.

Most installments came out in just a half-decade from 2005 to 2010, featuring derivative titles such as the DJ version, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, except for a short-lived revival in 2015.

Titles like Clone Hero and Fortnite Festival have kept the scene alive, and there’s expectations of a new product from the original publisher in development. Recently formed developers has entered production on their first music game. The initial creators are participating as special advisers. Are gamers ready to embrace a new entry in the spirit of the classic?

“We thought those games could be like Madden where you can releases,” he remarks. “With abundant new music that it could be evergreen, thus I remain optimistic. There’s no reason why it can’t persist with new generations.”

Joseph Griffin
Joseph Griffin

Elara Vance is a travel writer and UK expat based in Las Vegas, sharing insights on local culture and expat experiences.