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Guitar Hero Turns 20 – The Plastic Guitar That United Generations Among Music Generations

Marking two decades after the legendary game first launched across the Atlantic, offering everyday gamers the tools to become a rock star. Not in reality, but try convincing someone who's mastered Free Bird’s four-minute instrumental break before a packed crowd of friends.

Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match coloured notes scrolling down the screen in time with the music. Every sequence corresponded to specific notes, creating the sensation of an authentic performance.

Harmonix previously tried its hand with rhythm games prior to teaming up with RedOctane, later acquired by the gaming giant during the mid-2000s. Together, they established the groundwork for a surprising billion-dollar series that had a remarkable influence for many of the artists included, showcasing decades-old groups to millions of gaming enthusiasts.

A former executive, ex-chief operating officer of Harmonix, remembers the early financial challenges of licensing the songs – despite the fact the first two games primarily featured cover versions.

“We rerecorded all the music since the cost prohibitive,” he explains. “Even with the necessary permissions by themselves, it was nearly impossible. We failed to secure acts such as legendary groups – the publisher had virtually no money, and we were pretty convinced the project would flop. However, when Guitar Hero took off, and record sales airtime increased, all artists desired to participate.”

He continues: “Among the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for exposing their kids to the music they loved. It evolved into an intergenerational phenomenon.”

Classic Rock Gains Younger Fans

Northern Irish group one featured act had their track on the 2008 game the popular installment. Guitarist the artist recalls the way the game brought older hits to the forefront: “The game provided a bigger, younger audience. Typically such music was considered outdated material, however once it got featured on the title young people discovered it, abruptly it became trendy. That legitimised it, eliminating the outdated label. It gave our catalog renewed popularity.”

At that time, the band's first record was still unreleased stateside, so Guitar Hero served as a primary platform of discovery for the band during their US tour opening for the rock giants. “The roadies had on Never Too Late on the tour bus, and some of them knew us thanks to the game,” he notes.

Rock’s Heavyweight Spin-offs and Lasting Influence

Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others featuring in dedicated game editions centered around each band’s catalogue and associated lore, imagery and legendary status. In the case of, Guitar Hero: Aerosmith, reportedly to have made the band greater revenue than any of their records. It moved well over half a million units upon release, and sales of Aerosmith’s music rose of up to 40% during an era when the music business faced decline.

Guitar Hero still motivates nimble-fingered fanaticism among its fans. Recently, a streamer achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult anthem made popular by Guitar Hero – using a fan-made version, a freeware game with almost identical gameplay but an array of personalization features. This track is challenging enough on the hardest setting, not to mention performed at double speed and without missing a single one of its near 4,000 notes. The streamer stated it took nine months of practice.

“Guitar Hero offers a, imaginary experience. Just as with other games, that doesn’t mean you ought to pick up actual weapons and go to war,” says DragonForce guitarist the artist.

DragonForce had already wrapped up a successful tour when their hit appeared on Guitar Hero III, but Li says it made them widely recognized. “I recall the record label informing us that we were records were moving like crazy,” he says. “It exploded when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”

Indeed, DragonForce’s exposure from Guitar Hero was so immense that it threatened to eclipsing everything else accomplishments. Recently, the song featured in a trailer for a major film. “In the past I thought differently, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, that's fine – each person has a unique musical journey and I'm pleased we played a role in fans' experiences”.

The Lasting Impact of a Plastic Guitar

The best marketing, be it for cars, clothes or games, goes further than selling something – it inspires a desire. Did Guitar Hero tap into that? “That’s exactly what our team trying to create,” he confirms. “The excitement of performing as a music icon on the stage. Since the beginning, the co-founders felt that humans have a natural urge to create songs, and their goal was to leverage innovation to enable everyone to participate”.

Most of Guitar Hero games were released over a mere five-year period between 2005 and 2010, featuring derivative titles such as DJ Hero, complete with a turntable controller, and Band Hero. After that, corporate focus on peripherals waned, aside from a brief comeback several years later.

Titles such as the fan project and newer releases have kept the community active, with set to be a new product from the original publisher on the way. A new studio has entered production on their first music game. The initial creators are participating in advisory roles. Are gamers prepared to welcome another game following Guitar Hero?

“Our team believed those games could be like Madden where you can update every year,” he remarks. “With abundant fresh tracks that it could be evergreen, so I’ve always been optimistic. It's entirely possible why it can’t continue for future fans.”

By

Gary Potts

A digital strategist with over a decade of experience in tech journalism and content creation, passionate about emerging technologies.

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