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The Iconic Game Turns 20 – The Plastic Guitar That Connected the Gap Between Music Fans

It has been 20 years since Guitar Hero hit the market across the Atlantic, giving everyday gamers the tools to become a rock star. Not in reality, though you'd be hard-pressed telling that anyone who's nailed Free Bird’s lengthy guitar solo before a packed living-room audience.

Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to follow coloured notes scrolling down the display in time with a song. Every sequence mimicked particular chords, creating the sensation of a genuine performance.

Harmonix had already experimented with rhythm games before partnering with the publisher, which was purchased by the gaming giant in 2006. Together, they laid the groundwork for a surprising massively profitable franchise that had a remarkable impact for many of the artists featured, introducing decades-old groups to a new generation of gaming enthusiasts.

A former executive, former COO from the developer, recalls the initial budgetary hurdles in securing the recordings – despite the fact initial releases mostly used rerecorded tracks.

“We rerecorded all the music because the dollar figure prohibitive,” he explains. “Even with the publishing rights alone, it proved extremely difficult. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when the game took off, album purchases and radio play increased, everyone wanted to be in.”

He adds: “One of the remarkable aspects was how many mothers and fathers reached out and thanked us for introducing their kids to the music they loved. It became a multigenerational phenomenon.”

Classic Rock Finds Younger Fans

Northern Irish group one featured act had Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon remembers how the series brought older hits to the forefront: “Guitar Hero offered a larger, younger audience. Typically this had been seen as outdated material, but then when it was included in the game young people discovered it, suddenly it was cool. This validated it, and got rid of the ‘dad rock’ tag. It gave all our music a new life.”

At that time, the Answer’s first record remained unreleased in the US, so the game served as a primary platform for exposure for the group during their a North American tour opening for the rock giants. “The roadies were playing Never Too Late during travel, and several knew us from Guitar Hero,” Mahon says.

Major Band Spin-offs Enduring Influence

Music's heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on their music collections and associated stories, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the group greater revenue compared to their records. It moved more than half a million units upon release, while demand for their songs saw an increase significantly at a time when the music business was already collapsing.

Guitar Hero still motivates quick-handed fanaticism within the community. Earlier this year, a streamer completed an impressive attempt featuring the challenging track – an infamously tough power-metal song popularized through the game – using a fan-made version, a freeware game with similar mechanics but an array of personalization features. This track is difficult even in the hardest setting, let alone performed at increased tempo while hitting every one of the thousands of cues. They stated requiring months of practice to accomplish.

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

DragonForce had already wrapped up a successful tour before Through the Fire and Flames was featured in the third game, but Li says it turned them into a household name. “I recall the record label calling to tell me that we were selling albums like crazy,” he shares. “Popularity surged when we next toured, and we performed just before the headliners on the Mayhem festival.”

Indeed, the band's visibility from Guitar Hero was so immense that it has risked eclipsing all other the band has done. Last year, the song featured in promotional material for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” Li says. “Should you just listen to one DragonForce song, that's fine – each person has a unique path in music and I’m glad we’ve been part in fans' experiences”.

Enduring Impact of a Plastic Guitar

The best promotion, be it for automobiles, clothes or video games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. Since the beginning, the creators felt that humans have a natural urge to make music, and they wanted to leverage innovation to allow people to do it”.

The majority of Guitar Hero games came out over a mere half-decade between 2005 and 2010, including derivative titles such as the DJ version, complete with a spinning deck, and the band-focused game. After that, corporate focus on peripherals waned, aside from a brief comeback several years later.

Games like the fan project and newer releases have kept the community alive, with expectations of something from the original publisher on the way. Recently formed developers has entered work on their first rhythm-based title. The initial creators are both involved as special advisers. Is the world ready to embrace a new entry in the spirit of the classic?

“We thought such titles might become similar to sports games where you can releases,” he remarks. “There’s so much fresh tracks it could remain evergreen, thus I remain hopeful. It's entirely possible why it can’t continue with new generations.”

About the author

Deborah Peterson

A software engineer and tech writer passionate about AI ethics and open-source projects, with over a decade of industry experience.

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