Guitar Hero at 20 – The Plastic Guitar That United the Gap Between Music Fans

Marking two decades since the legendary game hit the market across the Atlantic, offering players everywhere the tools to become a rock star. Not in reality, though you'd be hard-pressed telling that anyone who's mastered Free Bird’s lengthy instrumental break in front of a packed living-room audience.

Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to match coloured notes scrolling down the screen synchronized to a song. Each riff corresponded to specific notes, producing the feel of an authentic live show.

The studio had already tried its hand in the music genre before partnering with the publisher, which was purchased by Activision in 2006. Collaboratively, they laid the groundwork for an unlikely massively profitable franchise which made a remarkable influence for many of the artists featured, introducing classic bands to a new generation of younger players.

A former executive, ex-chief operating officer from the developer, recalls the initial budgetary hurdles of licensing the recordings – even though initial releases primarily featured cover versions.

“We reproduced every song since the cost was so high,” he explains. “Despite having the necessary permissions by themselves, it was extremely difficult. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. But once Guitar Hero became a hit, album purchases and radio play increased, all artists desired to be in.”

He continues: “Among the amazing things was the number of mothers and fathers got in touch expressing gratitude for exposing their children to the songs they adored. It became a multigenerational thing.”

Classic Rock Gains Younger Fans

Northern Irish group the Answer included their track on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers how the series revived older hits to the forefront: “Guitar Hero provided a bigger, new demographic. Generally this had been considered outdated material, but then when it was featured on the title young people discovered it, suddenly it was cool. This validated the genre, and got rid of the outdated label. It gave all our music a new life.”

At that time, the Answer’s debut album remained unreleased in the US, meaning the game was a key medium of discovery for the band as they went on a North American tour supporting the rock giants. “The roadies had on Never Too Late during travel, and some of them knew us thanks to the game,” he notes.

Rock’s Heavyweight Spin-offs and Lasting Influence

Music's biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized game editions centered around each band’s catalogue and related stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the group greater revenue compared to their studio albums. It sold more than half a million units upon release, while demand for Aerosmith’s music rose of up to 40% at a time as the industry was already collapsing.

The series continues to inspire quick-handed dedication among its fans. Earlier this year, a streamer completed a remarkable feat featuring the challenging track – an infamously tough power-metal song popularized through the game – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive personalization features. This track is challenging even in the hardest setting, not to mention performed at increased tempo and without missing every one of the thousands of cues. The streamer stated requiring nine months to accomplish.

“Guitar Hero offers a, imaginary experience. Just as with Call of Duty, that doesn’t mean you ought to pick up a real gun and enlist,” says DragonForce guitarist the artist.

The band previously wrapped up a profitable run when their hit was featured in the third game, but Li says it turned them into widely recognized. “I remember the record label calling to tell me that we were selling albums like crazy,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners at the event.”

In fact, DragonForce’s exposure via the game proved so vast that it threatened to overshadow all other accomplishments. Recently, the track featured in promotional material for Despicable Me 4. “In the past I felt otherwise, but now I accept it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – each person has their own musical journey and I’m glad we played a role in fans' experiences”.

The Lasting Impact of a Plastic Guitar

Top-tier promotion, whether it’s for cars, clothes or video games, extends beyond mere transactions – it evokes a desire. Was the game able to tap into that? “That’s exactly what we were trying to create,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. From day one, the co-founders felt that humans have a natural human desire to create songs, and their goal was to leverage innovation to enable everyone to participate”.

Most of Guitar Hero games were released over a mere five-year period from 2005 to 2010, featuring derivative titles such as DJ Hero, including a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, aside from a brief comeback several years later.

Games such as the fan project and newer releases have kept the scene active, with set to be something from the founders on the way. A new studio has entered production on its debut music game. Original co-founders are participating as special advisers. Is the world ready to embrace another game in the spirit of Guitar Hero?

“We thought those games might become like Madden where you can releases,” he remarks. “There’s so much new music it could remain perennially popular, thus I remain hopeful. It's entirely possible why it can’t persist with new generations.”

Robert Allen
Robert Allen

A software engineer and tech journalist with over a decade of experience covering emerging technologies and startup ecosystems across Europe.