Guitar Hero Celebrates 20 Years – The Plastic Guitar That United Generations Among Rock Generations

It has been two decades since the legendary game first launched in North America, providing everyday gamers the means to feel like rock legends. Not literally, but try convincing anyone who has nailed the epic lengthy 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 screen in time with a song. Each riff mimicked particular chords, creating the feel of a genuine performance.

Harmonix had already experimented in the music genre prior to teaming up with RedOctane, later purchased by the gaming giant in 2006. Collaboratively, they laid the groundwork for a surprising billion-dollar series that had a remarkable influence on numerous musicians included, showcasing classic bands to millions of gaming enthusiasts.

A former executive, former COO from the developer, remembers the initial financial challenges in securing the songs – even though the first two games mostly used cover versions.

“We reproduced every song because the dollar figure was so high,” he says. “Even with the publishing rights by themselves, it was nearly impossible. We couldn’t get acts such as the Who – the publisher was operating on a shoestring budget, and we were pretty convinced the project would flop. But once Guitar Hero took off, album purchases and radio play increased, all artists desired to participate.”

He continues: “One of the amazing things was the number of parents got in touch and thanked us for introducing their kids to the songs they loved. It evolved into a multigenerational phenomenon.”

Timeless Music Finds a New Audience

Northern Irish blues-rock band one featured act had Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist recalls the way the game revived older hits to the forefront: “Guitar Hero offered a bigger, new demographic. Typically this had been considered music that was past it, however once it got included in the title young people discovered it, abruptly it became trendy. That legitimised it, eliminating the ‘dad rock’ label. It gave all our music renewed popularity.”

At that time, the band's first record was still not available stateside, meaning the game served as a primary platform of discovery for the group during their a North American tour supporting the rock giants. “The roadies had on Never Too Late on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Spin-offs and Lasting Impact

Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on their music collections and associated lore, visuals and legendary status. In the case of, the Aerosmith edition, it was said earned the group greater revenue compared to their records. It moved more than 500,000 copies upon release, and demand for Aerosmith’s music saw an increase significantly at a time when the music business was already collapsing.

Guitar Hero continues to inspire quick-handed dedication among its fans. Earlier this year, a streamer completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem made popular by the game – on Clone Hero, a freeware game with similar mechanics and extensive personalization features. This track is difficult enough on expert mode, not to mention performed at double speed while hitting a single one of its near 4,000 notes. They stated it took nine months of practice.

“Guitar Hero offers a, imaginary experience. If you play Call of Duty, it doesn't imply you should pick up actual weapons and enlist,” notes DragonForce guitarist the artist.

The band previously wrapped up a profitable run when Through the Fire and Flames was featured in the third game, but Li says it made them widely recognized. “I remember the record label informing us that our selling albums like crazy,” he shares. “It exploded when we next toured, and we performed just before top acts at the event.”

In fact, DragonForce’s exposure via the game proved so vast that it has risked overshadow all other accomplishments. Last year, the song was used in a trailer for a major film. “Previously I felt differently, but now I accept it,” he admits. “If you only listen to one DragonForce song, that's fine – each person has their own musical journey and I’m glad we’ve been part in fans' experiences”.

The Lasting Impact from the Plastic Guitar

Top-tier marketing, be it for cars, clothes or games, extends beyond than selling something – it inspires a desire. Was the game able to harness this? “That’s exactly what we were aiming to achieve,” he confirms. “That thrill of being a music icon on the stage. From day one, the creators felt that there’s an instinctive human desire to make music, and they wanted to use technology to allow people to participate”.

Most of Guitar Hero games were released in just a half-decade from 2005 to 2010, including spin-offs such as the DJ version, complete with a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments died down, aside from a short-lived revival in 2015.

Titles like the fan project and newer releases have kept the scene alive, with set to be something from the founders in development. Recently formed developers has begun work on its debut music game. Original co-founders are participating in advisory roles. Are gamers ready to embrace another game following Guitar Hero?

“We thought those games might become similar to sports games where you can update every year,” he remarks. “There’s so much new music that it could be perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t continue with new generations.”

Martha Werner
Martha Werner

Elena is a passionate writer and life coach who shares insights on personal growth and mindfulness through her curated quotes and stories.