Guitar Hero Turns 20 – How a Plastic Axe United Generations Among Music Fans

It has been two decades since Guitar Hero hit the market across the Atlantic, providing everyday gamers the tools to feel like a rock star. Not in reality, but try telling that someone who's nailed the epic four-minute guitar solo in front of an enthusiastic crowd of friends.

Developed by the developers, Guitar Hero provided users with a guitar-shaped controller to follow on-screen cues moving along the screen synchronized to the music. Every sequence mimicked specific notes, producing the feel of a genuine live show.

Harmonix previously experimented in the music genre prior to teaming up with RedOctane, later purchased by the gaming giant in 2006. Collaboratively, they established the groundwork for a surprising massively profitable series which made a significant influence on numerous musicians included, introducing classic bands to millions of gaming enthusiasts.

A former executive, former COO from the developer, remembers the initial financial challenges of licensing the recordings – even though the first two games primarily featured rerecorded tracks.

“We rerecorded every song since the dollar figure was so high,” he says. “Even with the necessary permissions by themselves, it was nearly impossible. We couldn’t get bands like legendary groups – 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 increased, everyone wanted to participate.”

He continues: “One of the amazing things was how many parents reached out expressing gratitude for introducing their children to the songs they loved. It evolved into a multigenerational thing.”

Classic Rock Gains Younger Fans

Irish group the Answer had their track in the 2008 release the popular installment. Lead musician Paul Mahon recalls the way the game revived older hits to the forefront: “Guitar Hero offered a larger, younger audience. Typically such music was considered music that was past it, however when it was included in the title and teenagers discovered it, abruptly it was cool. This validated it, and got rid of the ‘dad rock’ tag. It gave our catalog a new life.”

At that time, the band's debut album remained unreleased stateside, meaning the game was a key medium of discovery for the group during their US tour opening for AC/DC. “The roadies were playing the song on the tour bus, and several recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Spin-offs and Lasting Impact

Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen starring in dedicated game editions centered around each band’s catalogue and associated lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the band more money compared to their records. It sold well over half a million units upon release, while sales of their songs saw an increase of up to 40% during an era when the music business was already collapsing.

Guitar Hero still motivates quick-handed dedication within the community. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult anthem made popular by the game – on Clone Hero, a freeware game with almost identical gameplay but an array of customisation options. This track is challenging even in expert mode, not to mention performed at increased tempo and without missing a single one of its near 4,000 notes. The streamer stated it took nine months to accomplish.

“Guitar Hero offers a, fantasy thing. Just as with Call of Duty, it doesn't imply you should pick up a real gun and go to war,” says DragonForce guitarist the artist.

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

In fact, DragonForce’s exposure via the game proved so vast that it has threatened to eclipsing everything else the band has done. Recently, the song was used in promotional material for Despicable Me 4. “Previously I thought differently, but now I accept it,” Li says. “If you only listen to one DragonForce song, that's fine – each person has a unique path in music and I'm pleased we’ve been part in fans' experiences”.

The Lasting Impact of a Plastic Guitar

The best marketing, be it for cars, clothes or video games, extends beyond than selling something – it evokes a longing. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” he confirms. “That thrill of being a music icon on the stage. From day one, the co-founders felt that there’s an instinctive urge to create songs, and their goal was to leverage innovation to allow people to participate”.

Most of Guitar Hero games were released over a mere five-year period from 2005 to 2010, including spin-offs such as the DJ version, including a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments waned, except for a short-lived revival several years later.

Titles such as the fan project and Fortnite Festival have kept the scene alive, and there’s set to be a new product from the founders on the way. Recently formed developers has begun production on their first rhythm-based title. The initial creators are both involved in advisory roles. Is the world prepared to welcome another game in the spirit of the classic?

“We thought those games might become similar to sports games where you can update every year,” Dornbrook says. “There’s so much fresh tracks that it could be perennially popular, thus I remain optimistic. It's entirely possible for it to persist for future fans.”

Steven Gilbert DVM
Steven Gilbert DVM

Urban mobility enthusiast with years of experience testing electric scooters and bikes in Amsterdam.