Guitar Hero Turns 20 – How a Plastic Axe Connected Generations Among Rock Fans

It has been two decades since Guitar Hero hit the market across the Atlantic, offering players everywhere the tools to become rock legends. Not literally, though you'd be hard-pressed telling that anyone who has mastered the epic four-minute guitar solo before an enthusiastic crowd of friends.

Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match on-screen cues moving along the display synchronized to the music. Each riff corresponded to particular chords, producing the sensation of an authentic live show.

The studio had already tried its hand in the music genre prior to teaming up with the publisher, which was purchased by the gaming giant in 2006. Collaboratively, they established the groundwork for an unlikely massively profitable series that had a significant influence on numerous musicians included, showcasing classic groups to a new generation of younger players.

A former executive, ex-chief operating officer from the developer, remembers the early financial challenges in securing the songs – despite the fact the first two games primarily featured cover versions.

“We reproduced every song because the cost was so high,” he says. “Even with the publishing rights by themselves, it was extremely difficult. We failed to secure acts such as the Who – RedOctane had virtually no money, and we were fairly certain the project would flop. However, when the game became a hit, and record sales and radio play increased, all artists desired to participate.”

He continues: “Among the amazing things was how many parents got in touch expressing gratitude for introducing their children to the songs they loved. It became an intergenerational phenomenon.”

Classic Rock Finds Younger Fans

Northern Irish group one featured act included their track on the 2008 game the popular installment. Lead musician Paul Mahon remembers how the series revived older hits to the forefront: “The game offered a larger, younger audience. Typically this had been seen as music that was past it, however once it got included in the game young people were finding it, suddenly it was cool. This validated it, eliminating the outdated label. It gave our catalog renewed popularity.”

At that time, the band's debut album remained not available stateside, meaning the game was a key medium of discovery for the band as they went on US tour supporting the rock giants. “Their crew were playing the song on the tour bus, and several knew us from Guitar Hero,” Mahon says.

Major Band Spin-offs and Lasting Impact

Rock’s heavyweight names quickly took advantage of the series’ popularity, with Aerosmith, Metallica and others featuring in specialized game editions that focused on their music collections and related stories, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the band more money compared to their studio albums. It sold more than 500,000 units upon release, while sales of Aerosmith’s music rose of up to 40% during an era as the industry faced decline.

The series continues to inspire quick-handed fanaticism among its fans. Recently, a streamer completed an impressive attempt featuring the challenging track – an infamously tough power-metal song made popular by the game – on Clone Hero, a no-cost alternative with almost identical gameplay and extensive customisation options. The song is difficult even in expert mode, not to mention performed at increased tempo while hitting a single one of the thousands of cues. They claimed it took months of practice to accomplish.

“Guitar Hero offers a, imaginary experience. If you play other games, it doesn't imply you should pick up actual weapons and enlist,” says musician the artist.

DragonForce previously completed a profitable run when Through the Fire and Flames appeared in the third game, yet he explains it turned them into a household name. “I recall the record label informing us that our selling albums like crazy,” he shares. “It exploded on the subsequent tour, and we performed just before top acts on the Mayhem festival.”

In fact, the band's visibility from Guitar Hero proved so vast that it has risked eclipsing everything else the band has done. Recently, the track was used in promotional material for a major film. “Previously I thought differently, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, it’s totally cool – each person has a unique musical journey and I’m glad we’ve been part in fans' experiences”.

Enduring Impact from the Iconic Controller

Top-tier promotion, whether it’s for automobiles, clothes or games, extends beyond than selling something – it evokes a desire. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of performing as a rock star in the spotlight. From day one, the co-founders felt that humans have a natural urge to make music, and they wanted 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 spin-offs like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals died down, aside from a short-lived revival in 2015.

Games like the fan project and newer releases have kept the scene active, with expectations of something from the original publisher on the way. Recently formed developers has entered work on its debut music game. The initial creators are participating as special advisers. Are gamers ready to embrace another game following Guitar Hero?

“We thought those games might become like Madden allowing annual releases,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been optimistic. It's entirely possible for it to continue for future fans.”

Joseph Little
Joseph Little

A seasoned journalist with over a decade of experience in Canadian media, specializing in political and economic reporting.