Guitar Hero Turns 20 – The Plastic Guitar That Bridged the Gap Between Rock Generations

Marking two decades after the legendary game first launched across the Atlantic, giving everyday gamers the means to become a rock star. Figuratively speaking, though you'd be hard-pressed telling that anyone who's mastered the epic lengthy instrumental break before a packed crowd of friends.

Created by the developers, the game provided users with a plastic guitar peripheral to match coloured notes scrolling down the screen in time with the music. Each riff mimicked particular chords, creating the feel of an authentic live show.

The studio previously experimented in the music genre prior to teaming up with the publisher, which was purchased by Activision in 2006. Collaboratively, they established the groundwork for a surprising billion-dollar franchise that had a significant influence for many musicians featured, introducing decades-old groups to a new generation of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the early financial challenges of licensing the recordings – despite the fact initial releases primarily featured cover versions.

“We rerecorded all the music since the cost was so high,” he explains. “Despite having the publishing rights by themselves, it proved nearly impossible. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and we were pretty convinced the project would flop. However, when the game took off, album purchases airtime were going up, all artists desired to participate.”

He continues: “Among the amazing things was the number of parents reached out and thanked us for exposing their kids to the music they adored. It became an intergenerational thing.”

Classic Rock Gains Younger Fans

Irish blues-rock band one featured act included their track in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls how the series revived older hits back into vogue: “Guitar Hero offered a bigger, new demographic. Typically this had been considered outdated material, but then once it got featured on the title young people were finding it, abruptly it was cool. This validated it, eliminating the ‘dad rock’ label. It provided all our music renewed popularity.”

In 2008, the Answer’s first record was still not available 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 knew us from Guitar Hero,” Mahon says.

Major Band Titles and Lasting Impact

Music's biggest acts quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around their music collections and related stories, imagery and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the group greater revenue than any of their studio albums. It moved more than half a million copies in its first week, and sales of their songs rose significantly during an era as the industry faced decline.

Guitar Hero continues to inspire quick-handed dedication within the community. Earlier this year, an online personality completed a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive customisation options. This track is challenging enough on expert mode, not to mention performed at increased tempo and without missing every one of the thousands of cues. The streamer stated it took nine months of practice.

“The game is a fun, fantasy thing. If you play Call of Duty, it doesn't imply you should use actual weapons and go to war,” notes DragonForce guitarist the artist.

DragonForce had already completed a profitable run before their hit was featured in the third game, yet he explains it made them a household name. “I remember the record label informing us that we were selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of the headliners on the Mayhem festival.”

In fact, DragonForce’s exposure from Guitar Hero was so immense that it has risked overshadow all other the band has done. Recently, the track featured in a trailer for a major film. “Previously I thought differently, but now I accept it,” he admits. “If you only listen to a single track, that's fine – everyone’s got their own path in music and I'm pleased we played a role in fans' experiences”.

The Lasting Impact from the Plastic Guitar

The best marketing, be it for automobiles, clothes or video games, extends beyond mere transactions – it inspires a desire. Was the game able to tap into that? “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 believed there’s an instinctive urge to make music, and they wanted to use technology to allow people to do it”.

Most of Guitar Hero games were released over a mere five-year period between 2005 and 2010, including spin-offs such as the DJ version, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, except for a brief comeback several years later.

Titles such as Clone Hero and Fortnite Festival have maintained the community alive, and there’s expectations of something from the original publisher in development. Recently formed developers has entered work on their first music game. Original co-founders are participating in advisory roles. Is the world prepared to welcome another game following the classic?

“We thought those games might become like Madden where you can releases,” he remarks. “There’s so much new music it could remain evergreen, so I’ve always been hopeful. There’s no reason for it to continue for future fans.”

Nancy Harrison
Nancy Harrison

A coastal lifestyle enthusiast and interior designer based in the UK, sharing insights on seaside decor and travel experiences.