The Iconic Game at 20 – The Plastic Guitar That Connected the Gap Between Rock Fans

Marking two decades after Guitar Hero hit the market in North America, giving players everywhere the tools to become a rock star. Figuratively speaking, but try telling that someone who has nailed the epic four-minute instrumental break in front of a packed crowd of friends.

Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues scrolling down the display synchronized to a song. Each riff mimicked particular chords, producing the sensation of an authentic performance.

Harmonix previously experimented in the music genre prior to teaming up with RedOctane, later purchased by Activision in 2006. Collaboratively, they established the foundations for an unlikely massively profitable franchise which made a remarkable influence on numerous musicians included, introducing classic groups to millions of younger players.

A former executive, former COO from the developer, recalls the early budgetary hurdles in securing the songs – even though the first two games mostly used cover versions.

“We rerecorded every song because the dollar figure prohibitive,” he explains. “Even with the publishing rights by themselves, it proved extremely difficult. We failed to secure acts such as the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when the game took off, and record sales airtime increased, all artists desired to be in.”

He continues: “One of the remarkable aspects was the number of parents got in touch and thanked us for exposing their children to the songs they loved. It evolved into an intergenerational phenomenon.”

Classic Rock Gains Younger Fans

Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers how the series brought older hits back into vogue: “Guitar Hero provided a bigger, new demographic. Generally such music was seen as music that was past it, however when it was included in the title and teenagers were finding it, suddenly it became trendy. That legitimised it, eliminating the outdated label. It provided our catalog a new life.”

In 2008, the band's first record remained not available in the US, meaning the game served as a primary platform of discovery for the band as they went on a North American tour opening for the rock giants. “Their crew had on the song during travel, and some of them recognized us thanks to the game,” he notes.

Rock’s Heavyweight Titles and Lasting Influence

Music's heavyweight names soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in specialized game editions that focused on their music collections and associated lore, visuals and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the band more money than any of their studio albums. It moved more than 500,000 copies upon release, and sales of Aerosmith’s music rose of up to 40% during an era as the industry faced decline.

The series still motivates quick-handed fanaticism within the community. Earlier this year, a streamer completed an impressive attempt of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics and extensive customisation options. The song is difficult enough on expert mode, not to mention performed at increased tempo while hitting a single one of its near 4,000 notes. The streamer stated requiring nine months to accomplish.

“The game offers a, fantasy thing. Just as with other games, it doesn't imply you should pick up actual weapons and enlist,” notes musician the artist.

The band had already wrapped up a profitable run when their hit was featured on Guitar Hero III, but Li says it turned them into a household name. “I remember our distributors informing us that our records were moving rapidly,” he says. “It exploded on the subsequent tour, and we performed just before the headliners at the event.”

Indeed, the band's visibility via the game was so immense that it has threatened to overshadow all other the band has done. Last year, the track was used in a trailer for a major film. “In the past I thought otherwise, but now I accept it,” Li says. “If you only listen to a single track, it’s totally cool – each person has their own path in music and I’m glad we’ve been part of people’s lives”.

The Lasting Impact of a Iconic Controller

The best marketing, be it for cars, clothes or games, goes further than selling something – it inspires a desire. Did Guitar Hero harness this? “That’s exactly what our team trying to create,” he confirms. “The excitement of being a rock star in the spotlight. From day one, the creators believed there’s an instinctive human desire to create songs, 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 from 2005 to 2010, including spin-offs like DJ Hero, including a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, except for a brief comeback several years later.

Titles like Clone Hero and newer releases have maintained the scene active, and there’s expectations of a new product from the founders in development. A new studio has begun work on their first music game. The initial creators are both involved in advisory roles. Is the world ready to embrace a new entry in the spirit of Guitar Hero?

“We thought such titles could be similar to sports games allowing annual update every year,” Dornbrook says. “There’s so much new music it could remain evergreen, so I’ve always been hopeful. It's entirely possible why it can’t continue with new generations.”

Andrea Dillon
Andrea Dillon

Laura Bennet is a communications expert with over a decade of experience in digital transformation and team collaboration strategies.