Guitar Hero at 20 – How a Plastic Axe Connected the Gap Between Music Generations

It has been two decades after Guitar Hero debuted across the Atlantic, giving players everywhere the tools to become rock legends. Not literally, but try convincing anyone who has nailed the epic lengthy instrumental break in front of an enthusiastic crowd of friends.

Created by the developers, the game gave players a guitar-shaped controller to follow on-screen cues scrolling down the display synchronized to the music. Each riff mimicked particular chords, creating the feel of an authentic performance.

The studio had already tried its hand with rhythm games before partnering with the publisher, which was acquired by Activision during the mid-2000s. Collaboratively, they established the groundwork for an unlikely massively profitable franchise which made a significant influence for many of the artists featured, introducing decades-old bands to a new generation of gaming enthusiasts.

Michael Dornbrook, ex-chief operating officer from the developer, recalls the initial budgetary hurdles in securing the songs – even though initial releases mostly used cover versions.

“We reproduced all the music because the cost prohibitive,” he says. “Even with the necessary permissions by themselves, it was extremely difficult. We failed to secure bands like the Who – RedOctane had virtually no money, and we were pretty convinced the project would flop. But once the game became a hit, album purchases airtime increased, all artists desired to be in.”

He continues: “Among the amazing things was how many parents got in touch and thanked us for introducing their children to the music they adored. It evolved into an intergenerational phenomenon.”

Classic Rock Gains a New Audience

Irish blues-rock band one featured act included Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls the way the game revived classic rock to the forefront: “The game offered a larger, new demographic. Typically such music was seen as music that was past it, however when it was included in the title young people were finding it, abruptly it was cool. This validated it, eliminating the ‘dad rock’ label. It provided our catalog a new life.”

At that time, the band's first record remained not available in the US, meaning the game served as a primary platform for exposure for the band as they went on US tour opening for AC/DC. “The roadies had on the song during travel, and some of them knew us from Guitar Hero,” he notes.

Major Band Titles Enduring Influence

Rock’s heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in specialized spin-off titles that focused on each band’s catalogue and related lore, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the group more money compared to their records. It moved well over half a million copies upon release, while demand for their songs rose of up to 40% at a time as the industry faced decline.

The series still motivates quick-handed fanaticism within the community. Recently, a streamer achieved an impressive attempt featuring Through the Fire and Flames – a notoriously difficult power-metal song popularized through the game – using a fan-made version, a freeware game with similar mechanics but an array of customisation options. This track is difficult enough on the hardest setting, let alone performed at increased tempo while hitting every one of its near 4,000 notes. They stated requiring months of practice of practice.

“The game offers a, fantasy thing. Just as with Call of Duty, that doesn’t mean you should use a real gun and enlist,” says DragonForce guitarist Herman Li.

DragonForce previously wrapped up a profitable run before Through the Fire and Flames was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I recall the record label calling to tell me that we were selling albums like crazy,” he shares. “It exploded 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 threatened to overshadow everything else the band has done. Recently, the track featured in promotional material for Despicable Me 4. “In the past I felt differently, but now I accept it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – each person has a unique path in music and I'm pleased we’ve been part of people’s lives”.

The Lasting Impact of a Plastic Guitar

The best marketing, be it for automobiles, clothes or video games, extends beyond than selling something – it evokes a longing. Was the game able to tap into that? “That’s exactly what we were trying to create,” he confirms. “The excitement of being a rock star on the stage. Since the beginning, the creators believed humans have a natural human desire to create songs, and they wanted to use technology to enable everyone to participate”.

The majority installments were released over a mere five-year period from 2005 to 2010, featuring spin-offs such as the DJ version, including a spinning deck, and Band Hero. Subsequently, corporate focus in plastic instruments died down, except for a brief comeback in 2015.

Games like the fan project and newer releases have maintained the community alive, with set to be a new product from the original publisher on the way. Recently formed developers has begun work on their first music game. The initial creators are participating in advisory roles. Is the world prepared to welcome another game following the classic?

“We thought those games might become like Madden where you can releases,” he remarks. “With abundant fresh tracks that it could be evergreen, thus I remain hopeful. There’s no reason why it can’t persist with new generations.”

Daniel Gillespie
Daniel Gillespie

A tech enthusiast and digital strategist with over a decade of experience in analyzing emerging technologies and their impact on society.