The Iconic Game at 20 – How a Plastic Axe Bridged Generations Between Music Generations

Marking two decades after Guitar Hero hit the market in North America, providing everyday gamers the opportunity to become a rock star. Not in reality, but try convincing anyone who has mastered the epic lengthy instrumental break in front of a packed living-room audience.

Developed by the developers, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the screen synchronized to a song. Every sequence mimicked particular chords, producing the feel of an authentic performance.

The studio previously experimented with rhythm games prior to teaming up with RedOctane, which was purchased by Activision in 2006. Together, they established the groundwork for a surprising billion-dollar franchise that had a remarkable impact for many of the artists included, introducing classic groups to millions of gaming enthusiasts.

A former executive, ex-chief operating officer from the developer, remembers the early financial challenges in securing the recordings – even though initial releases primarily featured cover versions.

“We rerecorded every song since the cost prohibitive,” he says. “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. But once Guitar Hero took off, album purchases and radio play increased, all artists desired to be in.”

He continues: “One of the remarkable aspects was how many mothers and fathers reached out and thanked us for introducing their children to the music they loved. It evolved into an intergenerational thing.”

Classic Rock Finds a New Audience

Northern Irish blues-rock band one featured act had their track on the 2008 game the popular installment. Guitarist Paul Mahon remembers how the series brought older hits back into vogue: “The game provided a larger, new demographic. Typically such music was considered outdated material, however once it got featured on the game young people discovered it, suddenly it became trendy. This validated the genre, eliminating the ‘dad rock’ tag. It provided our catalog a new life.”

In 2008, the band's first record was still not available stateside, meaning Guitar Hero was a key medium of discovery for the band during their a North American tour opening for AC/DC. “Their crew had on Never Too Late on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.

Rock’s Heavyweight Spin-offs Enduring Impact

Music's biggest acts quickly took advantage of the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around their music collections and related stories, visuals and legendary status. For example, the Aerosmith edition, it was said to have made the band more money compared to their records. It moved more than 500,000 copies in its first week, and demand for their songs rose significantly at a time when the music business faced decline.

Guitar Hero continues to inspire nimble-fingered dedication among its fans. Recently, an online personality completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with similar gameplay and extensive personalization features. This track is difficult enough on the hardest setting, let alone performed at double speed and without missing every one of its near 4,000 notes. The streamer stated requiring months of practice to accomplish.

“The game is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you ought to pick up a real gun and go to war,” says DragonForce guitarist Herman Li.

DragonForce previously wrapped up a successful tour before their hit was featured 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 says. “Popularity surged when we next toured, and we performed just before top acts on the Mayhem festival.”

In fact, DragonForce’s exposure via the game was so immense that it has threatened to eclipsing all other accomplishments. Last year, the song featured in promotional material for a major film. “Previously I felt differently, but now I accept it,” Li says. “Should you just hear a single track, that's fine – each person has a unique musical journey and I'm pleased we’ve been part of people’s lives”.

Enduring Legacy of a Iconic Controller

The best marketing, whether it’s for cars, apparel or video games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “That thrill of being a music icon on the stage. From day one, the co-founders felt that humans have a natural human desire to create songs, and their goal was to leverage innovation to enable everyone to participate”.

The majority of Guitar Hero games came out in just a five-year period from 2005 to 2010, including spin-offs such as the DJ version, including a spinning deck, and Band Hero. After that, the publisher’s interest on peripherals waned, aside from a brief comeback several years later.

Games like the fan project and Fortnite Festival have kept the scene alive, with expectations of something from the founders on the way. A new studio has begun production on its debut music game. The initial creators are both involved in advisory roles. Is the world prepared to welcome another game in the spirit of Guitar Hero?

“We thought those games could be like Madden allowing annual releases,” he remarks. “There’s so much fresh tracks that it could be evergreen, so I’ve always been hopeful. There’s no reason for it to continue with new generations.”

Christopher Huffman
Christopher Huffman

Elara is a novelist and writing coach passionate about helping others unlock their creative potential through practical guidance.