It has been 20 years since Guitar Hero hit the market in North America, giving everyday gamers the tools to become a rock star. Not literally, though you'd be hard-pressed convincing someone who has mastered the epic four-minute guitar solo in front of an enthusiastic crowd of friends.
Created by the developers, the game gave players a plastic guitar peripheral to follow coloured notes moving along the screen in time with a song. Every sequence mimicked specific notes, creating the feel of a genuine live show.
Harmonix had already tried its hand in the music genre prior to teaming up with the publisher, which was purchased by Activision during the mid-2000s. Together, they laid the groundwork for an unlikely billion-dollar franchise which made a significant influence for many of the artists included, showcasing classic bands to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, recalls the initial budgetary hurdles of licensing the recordings – despite the fact the first two games mostly used cover versions.
“We reproduced all the music because the dollar figure was so high,” he explains. “Despite having the publishing rights alone, it proved nearly impossible. We failed to secure bands like the Who – the publisher had virtually no money, and our team was fairly certain the project would flop. However, when Guitar Hero became a hit, album purchases airtime increased, everyone wanted to participate.”
He adds: “Among the amazing things was how many mothers and fathers got in touch and thanked us for introducing their kids to the songs they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Finds a New Audience
Irish group one featured act had their track in the 2008 release the popular installment. Guitarist the artist recalls how the series revived older hits back into vogue: “Guitar Hero offered a bigger, younger audience. Generally such music was considered outdated material, but then when it was included in the game and teenagers discovered it, abruptly it became trendy. That legitimised it, and got rid of the outdated tag. It gave our catalog a new life.”
At that time, the band's debut album was still not available in the US, so the game was a key medium for exposure for the group as they went on a North American tour supporting the rock giants. “Their crew were playing the song on the tour bus, and several knew us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs Enduring Impact
Music's heavyweight names quickly took advantage of the game's success, including bands like Aerosmith, Metallica and Van Halen starring in specialized game editions that focused on their music collections and related lore, imagery and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the band more money than any of their studio albums. It sold well over half a million copies upon release, while sales of their songs saw an increase of up to 40% during an era as the industry faced decline.
Guitar Hero still motivates quick-handed dedication within the community. Earlier this year, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by the game – using a fan-made version, a no-cost alternative with similar mechanics but an array of customisation options. The song is challenging enough on the hardest setting, not to mention performed at double speed and without missing every one of the thousands of cues. The streamer claimed requiring months of practice of practice.
“Guitar Hero is a fun, fantasy thing. If you play other games, it doesn't imply you ought to pick up a real gun and enlist,” notes DragonForce guitarist Herman Li.
DragonForce previously wrapped up a successful tour when their hit appeared in the third game, yet he explains it turned them into widely recognized. “I recall our distributors calling to tell me that our records were moving like crazy,” he shares. “It exploded when we next toured, and we performed right ahead of top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it risked eclipsing everything else the band has done. Recently, the song was used in promotional material for Despicable Me 4. “Previously I felt otherwise, but I’ve made peace with it,” he admits. “If you only listen to one DragonForce song, that's fine – everyone’s got a unique path in music and I’m glad we played a role of people’s lives”.
Enduring Legacy of a Plastic Guitar
Top-tier marketing, whether it’s for automobiles, apparel or video games, extends beyond mere transactions – 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 rock star in the spotlight. From day one, the creators felt that there’s an instinctive urge to make music, and their goal was to leverage innovation to allow people to participate”.
Most of Guitar Hero games were released in just a half-decade between 2005 and 2010, featuring derivative titles such as the DJ version, complete with a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, except for a short-lived revival several years later.
Games like Clone Hero and Fortnite Festival have maintained the scene alive, and there’s expectations of a new product from the founders on the way. Recently formed developers has begun work on its debut music game. The initial creators are participating in advisory roles. Are gamers prepared to welcome a new entry following Guitar Hero?
“We thought those games might become similar to sports games where you can update every year,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, thus I remain optimistic. It's entirely possible why it can’t continue with new generations.”