Guitar Hero Celebrates 20 Years – How a Plastic Axe United the Gap Between Rock Generations

It has been two decades since the legendary game hit the market in North America, providing everyday gamers the opportunity to feel like a rock star. Figuratively speaking, but try telling that someone who's mastered the epic lengthy instrumental break in front of a packed living-room audience.

Developed by the developers, Guitar Hero gave players a plastic guitar peripheral to match coloured notes scrolling down the screen synchronized to the music. Every sequence mimicked specific notes, producing the feel of an authentic live show.

Harmonix previously tried its hand in the music genre before partnering with the publisher, which was purchased by the gaming giant during the mid-2000s. Collaboratively, they laid the foundations for an unlikely massively profitable series which made a remarkable influence for many musicians included, introducing classic groups to a new generation of younger players.

A former executive, ex-chief operating officer from the developer, remembers the early budgetary hurdles of licensing the songs – even though the first two games primarily featured cover versions.

“We rerecorded every song because the dollar figure prohibitive,” he says. “Even with the publishing rights by themselves, it was extremely difficult. We failed to secure bands like the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when the game became a hit, album purchases and radio play increased, all artists desired to participate.”

He adds: “One of the amazing things was the number of mothers and fathers got in touch expressing gratitude for introducing their children to the songs they adored. It evolved into a multigenerational phenomenon.”

Timeless Music Finds Younger Fans

Irish group one featured act had Never Too Late in the 2008 release the popular installment. Lead musician Paul Mahon recalls how the series revived classic rock back into vogue: “Guitar Hero offered a bigger, new demographic. Generally such music was seen as music that was past it, however once it got included in the title young people discovered it, suddenly it became trendy. This validated it, eliminating the outdated label. It provided all our music renewed popularity.”

In 2008, the Answer’s first record was still not available stateside, meaning Guitar Hero 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 were playing Never Too Late on the tour bus, and some of them knew us from Guitar Hero,” he notes.

Rock’s Heavyweight Titles and Lasting Impact

Rock’s biggest acts quickly capitalised on the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around their music collections and related lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, it was said earned the band more money compared to their records. It sold more than 500,000 copies upon release, while demand for their songs rose of up to 40% during an era when the music business faced decline.

The series still motivates nimble-fingered fanaticism among its fans. Recently, an online personality completed a remarkable feat featuring the challenging track – an infamously tough power-metal song made popular by the game – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive customisation options. This track is challenging even in the hardest setting, not to mention performed at double speed while hitting a single one of its near 4,000 notes. The streamer stated requiring nine months of practice.

“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you should pick up actual weapons and go to war,” says DragonForce guitarist the artist.

DragonForce had already wrapped up a successful tour before their hit was featured in the third game, yet he explains it turned them into a household name. “I remember the record label informing us that our selling albums like crazy,” he shares. “Popularity surged when we next toured, and we performed right ahead of the headliners at the event.”

Indeed, the band's visibility via the game proved so vast that it has risked overshadow everything else the band has done. Recently, the song featured in promotional material for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” Li says. “If you only listen to one DragonForce song, that's fine – each person has their own musical journey and I'm pleased we’ve been part of people’s lives”.

The Lasting Impact from the Iconic Controller

Top-tier marketing, whether it’s for automobiles, clothes or games, extends beyond than selling something – it inspires a longing. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of being a music icon on the stage. Since the beginning, the co-founders believed there’s an instinctive urge to create songs, and their goal was to leverage innovation to enable everyone to do it”.

The majority of Guitar Hero games were released over a mere five-year period from 2005 to 2010, including derivative titles such as the DJ version, including a turntable controller, and Band Hero. Subsequently, corporate focus on peripherals died down, except for a brief comeback in 2015.

Games like Clone Hero and newer releases have kept the scene alive, with expectations of something from the original publisher on the way. A new studio has begun work on their first rhythm-based title. Original co-founders are both involved in advisory roles. Are gamers prepared to welcome a new entry following Guitar Hero?

“Our team believed such titles might become like Madden where you can releases,” he remarks. “There’s so much new music it could remain evergreen, so I’ve always been optimistic. It's entirely possible for it to persist with new generations.”

Kimberly Bush
Kimberly Bush

A seasoned business strategist with over 15 years of experience in digital transformation and corporate innovation.