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Guitar Hero at 20 – The Plastic Guitar That United the Gap Among Music Fans

Marking two decades after Guitar Hero hit the market in North America, offering everyday gamers the tools to become a rock star. Figuratively speaking, but try telling that someone who has nailed the epic lengthy instrumental break before a packed crowd of friends.

Developed by Harmonix, Guitar Hero provided users with a guitar-shaped controller to follow coloured notes moving along the screen synchronized to a song. Every sequence mimicked specific notes, creating the sensation of a genuine live show.

Harmonix had already experimented with rhythm games before partnering with the publisher, later acquired by the gaming giant in 2006. Together, they established the groundwork for an unlikely massively profitable series that had a remarkable influence on numerous musicians featured, showcasing decades-old bands to a new generation of younger players.

A former executive, ex-chief operating officer from the developer, recalls the early budgetary hurdles in securing the songs – despite the fact the first two games primarily featured rerecorded tracks.

“We reproduced every song because the cost was so high,” he says. “Despite having the necessary permissions by themselves, it was nearly impossible. We couldn’t get bands like legendary groups – 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 airtime were going up, everyone wanted to participate.”

He continues: “One of the amazing things was the number of mothers and fathers got in touch expressing gratitude for exposing their kids to the songs they loved. It evolved into an intergenerational thing.”

Classic Rock Gains Younger Fans

Northern Irish group the Answer included Never Too Late on the 2008 game Guitar Hero World Tour. Lead musician the artist recalls how the series brought older hits back into vogue: “Guitar Hero provided a bigger, new demographic. Typically such music was considered music that was past it, but then once it got included in the game young people discovered it, suddenly it became trendy. This validated it, eliminating the outdated tag. It gave our catalog renewed popularity.”

In 2008, the Answer’s first record was still unreleased stateside, meaning Guitar Hero was a key medium of discovery for the group as they went on a North American tour supporting AC/DC. “Their crew were playing Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Titles and Lasting Influence

Rock’s biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles centered around their music collections and related lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly earned the group more money than any of their records. It sold well over half a million units in its first week, and demand for Aerosmith’s music saw an increase significantly at a time as the industry faced decline.

Guitar Hero still motivates nimble-fingered fanaticism within the community. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through 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 its near 4,000 notes. They stated requiring months of practice of practice.

“The game offers a, imaginary experience. If you play other games, it doesn't imply you should use actual weapons and go to war,” notes musician Herman Li.

DragonForce previously wrapped up a profitable run when their hit appeared on Guitar Hero III, yet he explains it made them a household name. “I remember the record label informing us that our selling albums rapidly,” he shares. “It exploded when we next toured, and we were playing just before the headliners at the event.”

Indeed, the band's visibility from Guitar Hero was so immense that it risked eclipsing all other the band has done. Last year, the track was used in promotional material for a major film. “In the past I felt differently, but now I accept it,” he admits. “Should you just listen to a single track, that's fine – each person has their own musical journey and I’m glad we played a role in fans' experiences”.

The Lasting Legacy of a Plastic Guitar

The best promotion, whether it’s for automobiles, apparel or video games, goes further than selling something – it inspires a longing. Did Guitar Hero harness this? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of being a music icon in the spotlight. Since the beginning, the creators felt that humans have a natural human desire to create songs, and they wanted to use technology to allow people to do it”.

Most of Guitar Hero games were released in just a half-decade from 2005 to 2010, including derivative titles like DJ Hero, including a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments waned, aside from a brief comeback several years later.

Titles such as the fan project and newer releases have kept the scene alive, with expectations of a new product from the original publisher on the way. Recently formed developers has begun work on its debut rhythm-based title. Original co-founders are participating in advisory roles. Is the world prepared to welcome a new entry following Guitar Hero?

“We thought those games could be like Madden where you can releases,” he remarks. “With abundant fresh tracks it could remain evergreen, thus I remain hopeful. There’s no reason for it to persist for future fans.”

JM
About the author

John Manning

A creative director with over 10 years of experience in digital design and brand strategy, specializing in user-centric solutions.

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