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The Iconic Game Turns 20 – The Plastic Guitar That Bridged Generations Between Music Fans

It has been two decades since the legendary game debuted across the Atlantic, providing players everywhere the opportunity to feel like rock legends. Not in reality, but try telling that anyone who has mastered the epic four-minute guitar solo before a packed crowd of friends.

Developed by the developers, the game gave players a plastic guitar peripheral to follow coloured notes scrolling down the display in time with the music. Each riff corresponded to specific notes, creating the feel of a genuine performance.

Harmonix had already tried its hand in the music genre before partnering with the publisher, which was acquired by the gaming giant during the mid-2000s. Collaboratively, they established the groundwork for a surprising billion-dollar franchise which made a remarkable influence on numerous musicians featured, introducing classic groups to millions of younger players.

Michael Dornbrook, former COO of Harmonix, recalls the early financial challenges of licensing the recordings – despite the fact initial releases primarily featured rerecorded tracks.

“We rerecorded all the music since the dollar figure was so high,” he says. “Despite having the necessary permissions by themselves, it was nearly impossible. We failed to secure acts such as legendary groups – RedOctane had virtually no money, and we were fairly certain it would fail. But once Guitar Hero became a hit, and record sales airtime were going up, all artists desired to be in.”

He continues: “Among the amazing things was how many parents reached out expressing gratitude for exposing their children to the music they loved. It became an intergenerational phenomenon.”

Timeless Music Gains a New Audience

Irish group one featured act included Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist recalls how the series revived older hits back into vogue: “The game offered a larger, younger audience. Typically such music was seen as outdated material, however when it was included in the game and teenagers were finding it, suddenly it became trendy. That legitimised it, eliminating the outdated tag. It provided our catalog renewed popularity.”

In 2008, the band's debut album remained not available stateside, so the game served as a primary platform of discovery for the band as they went on US tour opening for AC/DC. “The roadies were playing the song on the tour bus, and several knew us from Guitar Hero,” he notes.

Major Band Titles and Lasting Impact

Music's biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in specialized game editions centered around their music collections and related lore, imagery and rock’n’roll mythology. For example, Guitar Hero: Aerosmith, it was said to have made the band more money than any of their records. It sold well over 500,000 copies upon release, while demand for their songs saw an increase of up to 40% during an era as the industry faced decline.

The series still motivates nimble-fingered dedication within the community. Earlier this year, an online personality completed an impressive attempt featuring the challenging track – an infamously tough anthem made popular by the game – on Clone Hero, a freeware game with almost identical gameplay and extensive personalization features. This track is challenging enough on the hardest setting, let alone performed at increased tempo while hitting every one of its near 4,000 notes. They claimed requiring nine months of practice.

“The game offers a, imaginary experience. Just as with Call of Duty, it doesn't imply you should pick up a real gun and enlist,” notes musician Herman Li.

The band had already completed a successful tour before Through the Fire and Flames appeared on Guitar Hero III, but Li says it turned them into widely recognized. “I remember the record label informing us that our selling albums like crazy,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners on the Mayhem festival.”

In fact, DragonForce’s exposure via the game was so immense that it has threatened to overshadow everything else the band has done. Last year, the track was used in a trailer for a major film. “Previously I felt differently, but I’ve made peace with it,” Li says. “Should you just hear one DragonForce song, that's fine – everyone’s got their own path in music 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 cars, apparel or video games, extends beyond mere transactions – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star on the stage. Since the beginning, the creators believed humans have a natural urge to create songs, and they wanted to use technology to allow people to participate”.

The majority of Guitar Hero games came out in just a five-year period from 2005 to 2010, featuring spin-offs such as the DJ version, including a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals waned, aside from a short-lived revival in 2015.

Titles such as Clone Hero and newer releases have maintained the community alive, and there’s set to be something from the original publisher on the way. Recently formed developers has begun production on their first music game. Original co-founders are participating as special advisers. Is the world prepared to welcome another game following 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 that it could be evergreen, so I’ve always been hopeful. It's entirely possible why it can’t persist for future fans.”

Written by

Gabriel Greer

Tech entrepreneur and startup advisor with a passion for innovation and mentoring new founders.

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