Guitar Hero Celebrates 20 Years – How a Plastic Axe Bridged Generations Among Rock Generations

It has been two decades since Guitar Hero debuted across the Atlantic, providing players everywhere the tools to feel like a rock star. Not literally, though you'd be hard-pressed telling that someone who has nailed the epic four-minute instrumental break before an enthusiastic living-room audience.

Created by Harmonix, the game provided users with a guitar-shaped controller to follow on-screen cues scrolling down the screen in time with a song. Each riff corresponded to specific notes, creating the feel of an authentic live show.

Harmonix had already experimented with rhythm games before partnering with the publisher, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they laid the groundwork for a surprising billion-dollar series that had a remarkable impact for many of the artists included, introducing classic bands to millions of gaming enthusiasts.

Michael Dornbrook, former COO of Harmonix, recalls the initial financial challenges of licensing the songs – even though the first two games mostly used rerecorded tracks.

“We rerecorded all the music because the cost was so high,” he explains. “Despite having the publishing rights alone, it was extremely difficult. We failed to secure bands like legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain it would fail. But once Guitar Hero became a hit, and record sales airtime increased, everyone wanted to participate.”

He continues: “Among the amazing things was the number of mothers and fathers 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 one featured act included their track on the 2008 game Guitar Hero World Tour. Guitarist Paul Mahon recalls how the series brought older hits back into vogue: “The game provided a bigger, new demographic. Typically this had been considered outdated material, however once it got included in the game and teenagers were finding it, abruptly it was cool. This validated the genre, eliminating the ‘dad rock’ label. It gave all our music a new life.”

At that time, the Answer’s debut album remained not available in the US, so Guitar Hero was a key medium for exposure for the band as they went on a North American tour supporting the rock giants. “Their crew were playing the song on the tour bus, and several recognized us thanks to the game,” Mahon says.

Rock’s Heavyweight Titles and Lasting Impact

Music's heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in specialized game editions centered around each band’s catalogue and associated stories, visuals and legendary status. For example, Guitar Hero: Aerosmith, reportedly earned the band more money compared to their records. It moved more than 500,000 units in its first week, and demand for Aerosmith’s music rose significantly at a time when the music business faced decline.

The series still motivates quick-handed dedication within the community. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song made popular by the game – using a fan-made version, a freeware game with similar mechanics and extensive personalization features. This track is challenging even in expert mode, not to mention played at double speed and without missing a single one of the thousands of cues. The streamer stated it took nine months of practice.

“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to use actual weapons and go to war,” notes DragonForce guitarist Herman Li.

The band had already completed a profitable run before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them widely recognized. “I remember the record label informing us that we were selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we were playing just before the headliners on the Mayhem festival.”

Indeed, DragonForce’s exposure from Guitar Hero was so immense that it risked overshadow all other the band has done. Last year, the track was used in promotional material for a major film. “In the past I thought differently, but I’ve made peace with it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we’ve been part in fans' experiences”.

The Lasting Impact of a Plastic Guitar

Top-tier marketing, be it for cars, apparel 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,” Dornbrook says. “That thrill of being a music icon on the stage. From day one, the creators felt that humans have a natural urge to make music, and their goal was to use technology to allow people to do it”.

The majority installments were released over a mere five-year period between 2005 and 2010, including derivative titles like the DJ version, including a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, except for a brief comeback in 2015.

Titles such as the fan project and newer releases have maintained the scene alive, and there’s set to be a new product from the original publisher on the way. Recently formed developers has begun work on its debut music game. The initial creators are participating as special advisers. Are gamers prepared to welcome a new entry following the classic?

“Our team believed such titles might become like Madden allowing annual update every year,” Dornbrook says. “There’s so much fresh tracks that it could be evergreen, thus I remain hopeful. It's entirely possible for it to continue with new generations.”

Jasmine Johnson
Jasmine Johnson

A Berlin-based gaming analyst with over a decade of experience in online casinos and slot machine strategies.