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

It has been 20 years after the legendary game hit the market across the Atlantic, offering players everywhere the opportunity to feel like a rock star. Figuratively speaking, though you'd be hard-pressed convincing someone who's nailed the epic lengthy instrumental break in front of an enthusiastic living-room audience.

Created by the developers, Guitar Hero provided users with a guitar-shaped controller to match coloured notes scrolling down the display in time with a song. Every sequence corresponded to particular chords, producing the feel of an authentic live show.

The studio previously experimented in the music genre before partnering with the publisher, later purchased by Activision in 2006. Collaboratively, they laid the groundwork for an unlikely massively profitable franchise that had a remarkable influence for many of the artists featured, introducing decades-old bands to millions of younger players.

Michael Dornbrook, ex-chief operating officer of Harmonix, recalls the initial financial challenges in securing the songs – even though the first two games mostly used rerecorded tracks.

“We reproduced all the music since the cost prohibitive,” he says. “Despite having the publishing rights alone, it proved nearly impossible. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and we were pretty convinced the project would flop. But once the game became a hit, and record sales airtime increased, everyone wanted to participate.”

He continues: “One of the remarkable aspects was the number of mothers and fathers got in touch and thanked us for introducing their children to the music they adored. It became an intergenerational phenomenon.”

Classic Rock Finds a New Audience

Northern Irish group the Answer included their track on the 2008 game the popular installment. Lead musician Paul Mahon recalls the way the game brought older hits to the forefront: “Guitar Hero offered a bigger, younger audience. Generally this had been seen as outdated material, however once it got featured on the title and teenagers were finding it, suddenly it was cool. That legitimised the genre, eliminating the ‘dad rock’ label. It gave all our music a new life.”

In 2008, the band's debut album was still unreleased stateside, so the game was a key medium for exposure for the group as they went on US tour opening for the rock giants. “The roadies had on Never Too Late on the tour bus, and some of them recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Titles and Lasting Impact

Rock’s biggest acts quickly took advantage of the game's success, with Aerosmith, Metallica and others starring in specialized spin-off titles that focused on each band’s catalogue and related stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly to have made the group greater revenue than any of their studio albums. It moved well over half a million units upon release, while demand for Aerosmith’s music rose of up to 40% during an era when the music business faced decline.

Guitar Hero still motivates nimble-fingered dedication within the community. Earlier this year, an online personality completed an impressive attempt featuring Through the Fire and Flames – an infamously tough power-metal song popularized through the game – using a fan-made version, a freeware game with almost identical mechanics and extensive customisation options. This track is difficult enough on expert mode, not to mention performed at increased tempo while hitting a single one of its near 4,000 notes. The streamer stated it took nine months to accomplish.

“The game offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you should use actual weapons and enlist,” notes DragonForce guitarist Herman Li.

The band had already wrapped up a successful tour before Through the Fire and Flames appeared in the third game, yet he explains it turned them into a household name. “I recall our distributors informing us that our selling albums like crazy,” he says. “Popularity surged when we next toured, and we performed right ahead of the headliners on the Mayhem festival.”

Indeed, DragonForce’s exposure via the game proved so vast that it has risked eclipsing everything else the band has done. Recently, the song featured in a trailer for a major film. “In the past I felt differently, but I’ve made peace with 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 played a role in fans' experiences”.

The Lasting Impact of a Iconic Controller

Top-tier marketing, whether it’s for cars, apparel or games, extends beyond than selling something – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of being a rock star in the spotlight. From day one, the creators felt that humans have a natural urge to make music, and their goal was to leverage innovation to allow people to participate”.

The majority of Guitar Hero games came out over a mere half-decade from 2005 to 2010, featuring derivative titles such as DJ Hero, complete with a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from a brief comeback several years later.

Games such as Clone Hero and Fortnite Festival have maintained the community active, and there’s expectations of a new product from the original publisher on the way. Recently formed developers has begun production on its debut music game. Original co-founders are participating as special advisers. Are gamers prepared to welcome another game in the spirit of the classic?

“Our team believed such titles might become similar to sports games allowing annual update every year,” he remarks. “With abundant fresh tracks it could remain perennially popular, so I’ve always been hopeful. There’s no reason for it to continue with new generations.”

Dr. Chelsea Hardin
Dr. Chelsea Hardin

A tech journalist with over a decade of experience covering digital innovations and cybersecurity trends.