The Iconic Game at 20 – The Plastic Guitar That Connected the Gap Between Music Generations

It has been two decades after the legendary game debuted across the Atlantic, offering players everywhere the opportunity to feel like rock legends. Not in reality, but try telling that someone who's mastered Free Bird’s lengthy instrumental break before a packed crowd of friends.

Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow on-screen cues scrolling down the screen synchronized to a song. Every sequence corresponded to particular chords, creating the sensation of a genuine live show.

The studio previously experimented with rhythm games before partnering with RedOctane, later purchased by the gaming giant in 2006. Together, they established the groundwork for an unlikely massively profitable franchise that had a significant impact for many musicians featured, showcasing decades-old groups to a new generation of gaming enthusiasts.

Michael Dornbrook, former COO from the developer, recalls the initial financial challenges of licensing the songs – even though the first two games primarily featured rerecorded tracks.

“We rerecorded every song since the dollar figure was so high,” he says. “Despite having the necessary permissions by themselves, it proved nearly impossible. We couldn’t get bands like the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when the game became a hit, and record sales and radio play were going up, all artists desired to participate.”

He adds: “One of the amazing things was the number of parents reached out expressing gratitude for introducing their kids to the music they loved. It became an intergenerational thing.”

Classic Rock Gains Younger Fans

Northern Irish blues-rock band the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist Paul Mahon remembers the way the game revived classic rock back into vogue: “Guitar Hero offered a bigger, new demographic. Typically such music was considered music that was past it, however once it got featured on the game and teenagers discovered it, abruptly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ label. It provided all our music a new life.”

At that time, the Answer’s debut album remained unreleased stateside, meaning Guitar Hero served as a primary platform of discovery for the group as they went on a North American tour supporting AC/DC. “Their crew were playing the song during travel, and some of them knew us thanks to the game,” Mahon says.

Rock’s Heavyweight Titles Enduring Impact

Rock’s biggest acts soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated spin-off titles that focused on their music collections and associated stories, visuals and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the band greater revenue compared to their records. It moved more than half a million copies upon release, while sales of their songs saw an increase of up to 40% at a time as the industry was already collapsing.

The series still motivates nimble-fingered fanaticism within the community. Recently, an online personality completed a remarkable feat featuring Through the Fire and Flames – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of customisation options. The song is difficult enough on the hardest setting, not to mention performed at increased tempo and without missing a single one of its near 4,000 notes. The streamer claimed it took nine months of practice.

“Guitar Hero offers a, imaginary experience. If you play Call of Duty, that doesn’t mean you should use a real gun and go to war,” says DragonForce guitarist Herman Li.

The band had already completed a profitable run when Through the Fire and Flames was featured in the third game, but Li says it turned them into widely recognized. “I recall our distributors informing us that we were records were moving rapidly,” he shares. “It exploded when we next toured, and we performed just before the headliners on the Mayhem festival.”

Indeed, the band's visibility via the game proved so vast that it threatened to overshadow everything else the band has done. Recently, the song featured in promotional material for a major film. “Previously I felt otherwise, but now I accept it,” he admits. “If you only listen to one DragonForce song, that's fine – each person has their own musical journey and I'm pleased we’ve been part in fans' experiences”.

Enduring Legacy of a Iconic Controller

The best marketing, whether it’s for automobiles, clothes or video games, extends beyond than selling something – it inspires a desire. Was the game able to tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon on the stage. Since the beginning, the co-founders believed humans have a natural human desire to create songs, and their goal was to use technology to enable everyone to participate”.

The majority installments were released in just a half-decade from 2005 to 2010, including derivative titles such as the DJ version, including a turntable controller, and Band Hero. After that, corporate focus in plastic instruments waned, aside from a short-lived revival several years later.

Games such as Clone Hero and newer releases have maintained the community active, and there’s set to be a new product from the founders on the way. A new studio has begun work on its debut music game. The initial creators are participating as special advisers. Are gamers prepared to welcome another game in the spirit of the classic?

“We thought those games could be like Madden where you can update every year,” Dornbrook says. “There’s so much new music it could remain perennially popular, so I’ve always been optimistic. There’s no reason for it to continue with new generations.”

Darlene Forbes
Darlene Forbes

Maya Chen is a tech journalist and innovation strategist with over a decade of experience covering Canada's digital transformation and startup landscape.