Guitar Hero at 20 – The Plastic Guitar That United the Gap Among Music Generations

It has been two decades after the legendary game hit the market in North America, giving players everywhere the tools to become a rock star. Not in reality, but try convincing anyone who's nailed Free Bird’s lengthy instrumental break before a packed crowd of friends.

Created by Harmonix, the game provided users with a plastic guitar peripheral to match on-screen cues scrolling down the screen in time with a song. Every sequence corresponded to specific notes, producing the sensation of an authentic live show.

Harmonix had already experimented in the music genre prior to teaming up with the publisher, later purchased by the gaming giant in 2006. Together, they established the groundwork for an unlikely massively profitable series which made a significant influence for many musicians featured, introducing decades-old groups to a new generation of gaming enthusiasts.

A former executive, ex-chief operating officer of Harmonix, remembers the initial financial challenges in securing the recordings – despite the fact the first two games mostly used rerecorded tracks.

“We rerecorded every song because the cost was so high,” he says. “Even with the publishing rights by themselves, it proved nearly impossible. We couldn’t get acts such as the Who – RedOctane had virtually no money, and our team was fairly certain the project would flop. But once the game became a hit, and record sales airtime were going up, all artists desired to participate.”

He continues: “One of the remarkable aspects was how many parents reached out and thanked us for exposing their kids to the songs they adored. It became a multigenerational phenomenon.”

Classic Rock Finds a New Audience

Northern Irish blues-rock band one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers how the series revived classic rock to the forefront: “The game provided a larger, new demographic. Generally this had been considered music that was past it, but then once it got included in the title and teenagers discovered it, abruptly it became trendy. This validated the genre, eliminating the ‘dad rock’ label. It provided our catalog renewed popularity.”

At that time, the Answer’s debut album remained not available stateside, so Guitar Hero was a key medium for exposure for the band during their a North American tour supporting the rock giants. “The roadies had on the song during travel, and some of them recognized us from Guitar Hero,” he notes.

Major Band Titles and Lasting Influence

Music's biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in dedicated game editions that focused on each band’s catalogue and related stories, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly to have made the band greater revenue than any of their records. It moved well over 500,000 units upon release, while demand for their songs rose significantly during an era as the industry faced decline.

Guitar Hero still motivates nimble-fingered fanaticism among its fans. Earlier this year, a streamer completed a remarkable feat of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through Guitar Hero – using a fan-made version, a no-cost alternative with similar gameplay and extensive customisation options. This track is difficult enough on the hardest setting, not to mention performed at increased tempo while hitting every one of the thousands of cues. They stated it took nine months to accomplish.

“Guitar Hero offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to pick up a real gun and go to war,” says musician Herman Li.

DragonForce had already wrapped up a successful tour when their hit appeared on Guitar Hero III, yet he explains it made them a household name. “I remember the record label calling to tell me that our selling albums rapidly,” he says. “Popularity surged when we next toured, and we performed just before the headliners at the event.”

In fact, the band's visibility via the game proved so vast that it risked eclipsing all other accomplishments. Last year, the track featured in promotional material for a major film. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “Should you just listen to a single track, it’s totally cool – everyone’s got a unique musical journey and I’m glad we’ve been part in fans' experiences”.

The Lasting Legacy of a Iconic Controller

Top-tier promotion, whether it’s for cars, clothes or video games, goes further than selling something – it inspires a desire. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” he confirms. “The excitement of performing as a rock star in the spotlight. From day one, the creators believed there’s an instinctive human desire to make music, and they wanted to use technology to enable everyone to participate”.

Most installments were released in just a half-decade from 2005 to 2010, featuring spin-offs like the DJ version, complete with a spinning deck, and Band Hero. After that, corporate focus on peripherals died down, aside from a brief comeback several years later.

Titles like Clone Hero and Fortnite Festival have kept the community active, with set to be something from the original publisher in development. Recently formed developers has begun production on their first music game. The initial creators are both involved in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?

“We thought those games might become similar to sports games allowing annual releases,” he remarks. “With abundant new music that it could be perennially popular, so I’ve always been optimistic. There’s no reason for it to continue with new generations.”

Franklin Stewart
Franklin Stewart

A UK-based analyst and writer with over a decade of experience covering British economic trends and cultural developments.