The Iconic Game at 20 – The Plastic Guitar That United the Gap Between Music Fans

It has been two decades after Guitar Hero hit the market in North America, offering players everywhere the opportunity to feel like rock legends. Figuratively speaking, but try telling that someone who's mastered Free Bird’s lengthy instrumental break in front of an enthusiastic crowd of friends.

Created by Harmonix, the game gave players a guitar-shaped controller to match on-screen cues moving along the screen synchronized to a song. Every sequence mimicked specific notes, creating the feel of a genuine performance.

Harmonix previously tried its hand in the music genre prior to teaming up with the publisher, later acquired by the gaming giant in 2006. Collaboratively, they laid the groundwork for a surprising massively profitable franchise that had a remarkable impact for many of the artists featured, introducing classic bands to millions of younger players.

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

“We reproduced all the music because the dollar figure was so high,” he explains. “Even with the necessary permissions by themselves, it was nearly impossible. We failed to secure bands like legendary groups – RedOctane had virtually no money, and our team was fairly certain it would fail. However, when the game took off, and record sales and radio play were going up, all artists desired to participate.”

He continues: “Among the amazing things was how many mothers and fathers got in touch expressing gratitude for introducing their children to the music they loved. It became a multigenerational phenomenon.”

Classic Rock Finds Younger Fans

Irish blues-rock band the Answer had their track in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls the way the game revived older hits to the forefront: “The game provided a larger, younger audience. Generally such music was considered outdated material, however when it was included in the title young people discovered it, abruptly it was cool. That legitimised it, and got rid of the outdated label. It gave all our music a new life.”

At that time, the Answer’s first record remained unreleased stateside, so the game was a key medium for exposure for the band during their US tour opening for the rock giants. “The roadies were playing Never Too Late during travel, and several recognized us from Guitar Hero,” he notes.

Major Band Spin-offs and Lasting Influence

Music's biggest acts soon took advantage of the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around each band’s catalogue and associated stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly earned the band greater revenue compared to their studio albums. It sold more than 500,000 copies upon release, and demand for Aerosmith’s music rose of up to 40% at a time when the music business faced decline.

Guitar Hero continues to inspire quick-handed dedication within the community. Recently, a streamer achieved a remarkable feat of DragonForce’s the challenging track – 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 challenging even in expert mode, not to mention played at double speed while hitting every one of the thousands of cues. The streamer stated it took nine months to accomplish.

“Guitar Hero offers a, imaginary experience. Just as with other games, it doesn't imply you ought to use actual weapons and go to war,” says DragonForce guitarist Herman Li.

The band had already completed a profitable run before their hit appeared in the third game, yet he explains it turned them into a household name. “I recall our distributors calling to tell me that we were selling albums rapidly,” he says. “It exploded on the subsequent tour, and we performed right ahead of top acts at the event.”

Indeed, DragonForce’s exposure from Guitar Hero was so immense that it risked overshadow all other accomplishments. Recently, the track was used in a trailer for a major film. “In the past I felt differently, but I’ve made peace with it,” he admits. “Should you just listen to a single track, it’s totally cool – each person has their own musical journey and I'm pleased we’ve been part of people’s lives”.

Enduring Impact of a Iconic Controller

Top-tier promotion, be it for cars, clothes or games, goes further mere transactions – it inspires a desire. Was the game able to harness this? “That’s exactly what our team trying to create,” he confirms. “That thrill of being a rock star on the stage. From day one, the creators believed humans have a natural human desire to create songs, and they wanted to leverage innovation to allow people to do it”.

The majority installments came out over a mere half-decade from 2005 to 2010, featuring spin-offs such as the DJ version, complete with a spinning deck, and the band-focused game. Subsequently, corporate focus on peripherals waned, except for a short-lived revival several years later.

Titles like the fan project and Fortnite Festival have kept the scene alive, with set to be something from the founders on the way. Recently formed developers has entered production on their first music game. Original co-founders are participating as special advisers. Are gamers prepared to welcome a new entry following Guitar Hero?

“Our team believed those games might become similar to sports games where you can releases,” Dornbrook says. “With abundant fresh tracks it could remain perennially popular, thus I remain hopeful. It's entirely possible for it to persist with new generations.”

Steven Gilbert
Steven Gilbert

A seasoned gaming analyst with over a decade of experience in the UK casino industry, specializing in strategy development and game reviews.