The Iconic Game at 20 – The Plastic Guitar That Bridged Generations Among Rock Fans

Marking two decades since the legendary game debuted across the Atlantic, offering players everywhere the tools to become a rock star. Not literally, but try convincing anyone who's nailed the epic lengthy instrumental break before a packed crowd of friends.

Developed by Harmonix, the game gave players a plastic guitar peripheral to follow coloured notes scrolling down the display synchronized to a song. Each riff mimicked specific notes, producing the sensation of an authentic live show.

Harmonix had already tried its hand with rhythm games before partnering with RedOctane, later purchased by the gaming giant during the mid-2000s. Together, they laid the foundations for a surprising massively profitable franchise which made a remarkable influence for many of the artists featured, introducing classic groups to millions of younger players.

Michael Dornbrook, former COO of Harmonix, recalls the early financial challenges of licensing the songs – even though initial releases mostly used cover versions.

“We reproduced every song since the dollar figure was so high,” he explains. “Even with the publishing rights by themselves, it was nearly impossible. We couldn’t get acts such as the Who – RedOctane was operating on a shoestring budget, and we were fairly certain it would fail. But once the game took off, and record sales airtime increased, all artists desired to participate.”

He adds: “Among the remarkable aspects was how many parents reached out and thanked us for introducing their children to the songs they adored. It became a multigenerational thing.”

Timeless Music Gains a New Audience

Northern Irish blues-rock band the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Guitarist the artist recalls how the series brought classic rock back into vogue: “The game provided a larger, younger audience. Typically such music was seen as music that was past it, but then once it got featured on the title and teenagers discovered it, abruptly it became trendy. That legitimised the genre, and got rid of the ‘dad rock’ tag. It provided our catalog renewed popularity.”

In 2008, the Answer’s debut album remained not available in the US, meaning Guitar Hero served as a primary platform of discovery for the group during their US tour supporting AC/DC. “Their crew had on Never Too Late during travel, and some of them recognized us from Guitar Hero,” Mahon says.

Major Band Titles Enduring Influence

Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated spin-off titles centered around each band’s catalogue and related stories, imagery and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly to have made the band greater revenue compared to their records. It moved well over half a million units upon release, while demand for their songs saw an increase significantly at a time as the industry was already collapsing.

The series still motivates quick-handed dedication among its fans. Recently, an online personality completed a remarkable feat of DragonForce’s the challenging track – an infamously tough anthem made popular by Guitar Hero – on Clone Hero, a freeware game with similar mechanics but an array of personalization features. This track is difficult even in expert mode, let alone played at increased tempo while hitting a single one of the thousands of cues. The streamer claimed requiring nine months to accomplish.

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

DragonForce previously completed a successful tour when Through the Fire and Flames was featured in the third game, yet he explains it turned them into a household name. “I remember our distributors calling to tell me that our selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we were playing just before 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 track featured in promotional material for a major film. “Previously I felt differently, but I’ve made peace with it,” Li says. “Should you just listen to one DragonForce song, it’s totally cool – each person has a unique musical journey and I'm pleased we played a role in fans' experiences”.

The Lasting Legacy of a Iconic Controller

Top-tier promotion, whether it’s for automobiles, apparel or video games, extends beyond than selling something – it inspires a longing. Was the game able to harness this? “Precisely what we were aiming to achieve,” he confirms. “The excitement of performing as a music icon in the spotlight. Since the beginning, the co-founders felt that humans have a natural urge to create songs, and they wanted to use technology to allow people to participate”.

Most installments were released in just a five-year period between 2005 and 2010, featuring derivative titles like the DJ version, including a turntable controller, and the band-focused game. Subsequently, corporate focus in plastic instruments waned, aside from a short-lived revival in 2015.

Titles such as the fan project and Fortnite Festival have kept the community active, and there’s expectations of a new product from the original publisher on the way. A new studio has begun production on its debut rhythm-based title. The initial creators are participating as special advisers. Is the world ready to embrace a new entry following Guitar Hero?

“Our team believed those games might become similar to sports games where you can releases,” he remarks. “With abundant fresh tracks that it could be perennially popular, thus I remain hopeful. It's entirely possible why it can’t continue for future fans.”

Daniel Ellis
Daniel Ellis

A seasoned political journalist with over 15 years of experience covering Capitol Hill and national elections.