The Iconic Game at 20 – The Plastic Guitar That Connected the Gap Between Music Fans
Marking 20 years since the legendary game hit the market across the Atlantic, providing everyday gamers the means to become rock legends. Not literally, but try telling that someone who's nailed the epic four-minute guitar solo in front of an enthusiastic living-room audience.
Created by the developers, the game provided users with a plastic guitar peripheral to follow coloured notes moving along the screen synchronized to a song. Every sequence mimicked specific notes, creating the sensation of an authentic performance.
The studio had already experimented with rhythm games prior to teaming up 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 significant impact for many musicians included, introducing classic bands to millions of younger players.
A former executive, ex-chief operating officer from the developer, remembers the early financial challenges of licensing the songs – even though the first two games primarily featured rerecorded tracks.
“We reproduced all the music since the cost prohibitive,” he says. “Even with the publishing rights by themselves, it was extremely difficult. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and our team was pretty convinced it would fail. But once Guitar Hero took off, and record sales airtime increased, all artists desired to be in.”
He continues: “Among the remarkable aspects was how many parents reached out expressing gratitude for exposing their kids to the music they adored. It became an intergenerational thing.”
Timeless Music Gains a New Audience
Northern Irish blues-rock band the Answer included their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series revived older hits back into vogue: “The game offered a larger, younger audience. Typically such music was seen as outdated material, but then when it was featured on the game young people discovered it, abruptly it became trendy. This validated the genre, eliminating the outdated tag. It provided all our music a new life.”
In 2008, the Answer’s debut album was still unreleased stateside, so Guitar Hero served as a primary platform for exposure for the band as they went on a North American tour opening for the rock giants. “Their crew had on the song on the tour bus, and several recognized us from Guitar Hero,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Rock’s heavyweight names quickly took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in specialized game editions that focused on each band’s catalogue and related stories, visuals and legendary status. In the case of, the Aerosmith edition, it was said to have made the band more money than any of their studio albums. It sold more than 500,000 units upon release, while demand for their songs saw an increase of up to 40% during an era when the music business was already collapsing.
The series continues to inspire quick-handed dedication within the community. Recently, a streamer achieved an impressive attempt featuring the challenging track – a notoriously difficult anthem made popular by the game – using a fan-made version, a freeware game with almost identical gameplay and extensive personalization features. The song is difficult even in expert mode, let alone played at increased tempo and without missing a single one of the thousands of cues. The streamer claimed it took nine months of practice.
“The game offers a, fantasy thing. If you play Call of Duty, that doesn’t mean you should pick up a real gun and go to war,” says DragonForce guitarist Herman Li.
DragonForce previously completed a profitable run before their hit was featured in the third game, yet he explains it turned them into widely recognized. “I recall our distributors informing us that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we performed just before top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing all other accomplishments. Recently, the song was used in promotional material for Despicable Me 4. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “If you only listen to a single track, that's fine – everyone’s got their own musical journey and I'm pleased we’ve been part in fans' experiences”.
Enduring Legacy of a Iconic Controller
The best marketing, be it for cars, clothes or video games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of being a music icon in the spotlight. Since the beginning, the co-founders felt that humans have a natural urge to make music, and their goal was to leverage innovation to allow people to do it”.
Most of Guitar Hero games were released over a mere half-decade between 2005 and 2010, featuring spin-offs like the DJ version, including a spinning deck, and the band-focused game. After that, the publisher’s interest in plastic instruments waned, aside from a short-lived revival in 2015.
Titles like Clone Hero and Fortnite Festival have maintained the scene alive, and there’s expectations of something from the original publisher in development. Recently formed developers has begun production on its debut rhythm-based title. The initial creators are both involved as special advisers. Is the world prepared to welcome another game following the classic?
“We thought such titles might become similar to sports games where you can update every year,” he remarks. “There’s so much fresh tracks that it could be evergreen, thus I remain optimistic. There’s no reason for it to persist with new generations.”