Guitar Hero Celebrates 20 Years – The Plastic Guitar That Connected Generations Among Rock Fans

It has been two decades after the legendary game hit the market across the Atlantic, providing players everywhere the tools to become rock legends. Figuratively speaking, though you'd be hard-pressed convincing someone who has nailed Free Bird’s four-minute instrumental break in front of an enthusiastic crowd of friends.

Developed by the developers, the game gave players a plastic guitar peripheral to match on-screen cues scrolling down the display synchronized to a song. Every sequence mimicked particular chords, producing the sensation of a genuine live show.

The studio previously tried its hand with rhythm games prior to teaming up with the publisher, later purchased by the gaming giant in 2006. Collaboratively, they established the foundations for a surprising massively profitable franchise which made a significant influence on numerous of the artists included, introducing decades-old groups to a new generation of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the early budgetary hurdles in securing the songs – despite the fact the first two games mostly used cover versions.

“We rerecorded all the music since the dollar figure was so high,” he explains. “Even with the publishing rights by themselves, it proved extremely difficult. We couldn’t get acts such as the Who – RedOctane had virtually no money, and we were fairly certain it would fail. However, when Guitar Hero took off, album purchases airtime were going up, everyone wanted to be in.”

He continues: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for exposing their kids to the songs they adored. It became a multigenerational phenomenon.”

Timeless Music Gains Younger Fans

Northern Irish blues-rock band one featured act included their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game brought classic rock to the forefront: “The game offered a bigger, new demographic. Generally this had been seen as outdated material, but then once it got included in the title and teenagers discovered it, abruptly it was cool. This validated the genre, eliminating the outdated tag. It gave our catalog renewed popularity.”

In 2008, the band's first record remained not available stateside, meaning Guitar Hero was a key medium of discovery for the group as they went on a North American tour opening for the rock giants. “The roadies had on Never Too Late during travel, and several knew us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs Enduring Impact

Music's biggest acts soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in specialized game editions centered around their music collections and related lore, visuals and legendary status. For example, Guitar Hero: Aerosmith, it was said earned the band more money than any of their records. It sold well over half a million copies upon release, while demand for their songs saw an increase of up to 40% at a time as the industry faced decline.

Guitar Hero still motivates nimble-fingered fanaticism within the community. Earlier this year, a streamer completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical mechanics and extensive customisation options. This track is difficult even in expert mode, not to mention performed at increased tempo and without missing a single 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 should use a real gun and enlist,” says DragonForce guitarist Herman Li.

The band previously completed a successful tour before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember our distributors informing us that we were selling albums like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed just before the headliners at the event.”

Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it risked eclipsing everything else the band has done. Recently, the song featured in a trailer for a major film. “Previously I felt differently, but I’ve made peace with it,” Li says. “Should you just listen to a single track, that's fine – each person has their own musical journey and I'm pleased we’ve been part in fans' experiences”.

Enduring Legacy from the Iconic Controller

Top-tier promotion, whether it’s for automobiles, clothes or games, goes further than selling something – it evokes a longing. Was the game able to harness this? “Precisely what we were trying to create,” he confirms. “That thrill of being a rock star in the spotlight. From day one, the creators felt that there’s an instinctive urge to make music, and their goal was to leverage innovation to allow people to do it”.

Most installments were released in just a five-year period between 2005 and 2010, featuring spin-offs such as the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments died down, aside from a brief comeback in 2015.

Titles such as Clone Hero and Fortnite Festival have kept the community active, with set to be a new product from the founders on the way. Recently formed developers has entered work on their first rhythm-based title. Original co-founders are participating as special advisers. Are gamers ready to embrace a new entry following Guitar Hero?

“We thought those games might become similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been hopeful. There’s no reason why it can’t continue with new generations.”

Roberto Ramsey
Roberto Ramsey

An education specialist with over 15 years of experience in curriculum design and student engagement research.