The Free-to-Play Revolution: How Chen Tianqiao Disrupted His Own Cash Cow

The Free-to-Play Revolution: How Chen Tianqiao Disrupted His Own Cash Cow

October 28, 2025
13 min read
By How They Began
At the height of Legend of Mir 2's success, Chen Tianqiao made a shocking decision: he made the game free. This is the story of how he invented the 'freemium' model and changed the gaming industry forever.

Key Takeaways

  • The courage to disrupt your own successful business model before a competitor does.
  • How to convert a threat (piracy) into a business opportunity (new users).
  • Understanding the psychology of virtual goods and microtransactions.
  • Why long-term market dominance is more valuable than short-term revenue protection.

Imagine this: It's 2005. Your company is sitting on a gold mine. Your core product, the online game Legend of Mir, is a money-printing machine based on subscription fees, with millions of paying users bringing you immense profits and market dominance. But a ghost has appeared: private servers. Rampant piracy is not only siphoning off your users but also eating into your revenue.

What do you do? Do you pour massive resources into legal battles, hunting down every private server operator to defend your paid model? Or do you make a decision that seems utterly insane at the time: make your gold mine completely free for everyone and try to make money in a way no one has ever done before?

Chen Tianqiao didn't have to imagine. His choice not only destroyed the foundation for private servers to exist but also pioneered the business model that would come to dominate the entire internet industry: Freemium.

What you'll learn from Chen Tianqiao's story:

  • The courage to disrupt your own successful business model before a competitor does.
  • How to convert a threat (piracy) into a business opportunity (new users).
  • Understanding the psychology of virtual goods and microtransactions.
  • Why long-term market dominance is more valuable than short-term revenue protection.

A Crack in the Gold Mine

By 2005, the success of Shanda and Legend of Mir was the stuff of legends. By selling pre-paid cards for game time, Shanda had built a stable and powerful cash-flow empire. However, the empire's foundations were beginning to crack.

Due to an accidental leak of Legend of Mir's source code, thousands of "private servers" began popping up like mushrooms after a rain. These operators used the stolen code to set up their own servers, attracting players with free or extremely low-cost access. They even offered faster updates and more powerful, modified in-game items than the official version.

Shanda was mired in a grueling war against piracy. The legal department invested enormous effort in shutting down these servers, but with little success. There were too many of them to count, let alone eliminate. For every one they shut down, ten more would appear the next day. This cat-and-mouse game exhausted Chen Tianqiao, and the company's revenue took a real hit.

He realized that a purely defensive strategy wouldn't work. To solve the problem for good, he had to change the rules of the game.

The Shocking Decision: "Permanently Free"

In a high-level meeting, Chen Tianqiao proposed a disruptive idea: "Why don't we just make Legend of Mir free?"

The room fell silent. Everyone thought their boss had lost his mind. Eliminating subscription fees meant personally shutting down the company's biggest money-printing machine. It wasn't just cutting off a revenue stream; it was a suicidal blow to the company's very foundation.

But Chen saw a deeper logic. He explained, "Why are private servers so attractive to players? The core reason is simple: they're free. We can't beat them in court, so let's beat them in the market. If they're free, we'll be even more free—we'll be permanently free."

His plan was to attract a massive user base with a free game, including players who were previously deterred by the subscription fee or had defected to private servers. Once the user base reached a critical mass, the company would make money by selling "virtual items" in the game. These could be anything from a more powerful weapon to a cosmetic outfit or a consumable item that saved time.

"Playing the game is free," he argued, "but if you want to be stronger, look cooler, or save time, you have to pay."

Today, this is the standard model for nearly all online and mobile games, but in 2005, it was unheard of. It meant Shanda had to abandon a stable, predictable income from millions of subscribers and bet on an uncertain new model where only a small fraction of users might choose to pay.

From Selling Time to Selling "Human Nature"

Despite internal skepticism and opposition, Chen pushed the reform through with his usual assertive style. At the end of 2005, Shanda officially announced that Legend of Mir 2 would be permanently free to play.

The news sent shockwaves through the industry. Many competitors gloated, believing Shanda was digging its own grave. However, the market's reaction exceeded everyone's expectations.

In the months following the announcement, the number of Legend of Mir players exploded, overwhelming the servers. A huge number of players from private servers returned to the official game, which was more stable and secure. More importantly, countless new players who had never touched the game before flooded in.

Subsequently, Shanda introduced an in-game "item mall." Chen's insight into human nature proved to be spot-on. Players, especially the "whales" who sought elite status and glory, demonstrated astonishing spending power. They were willing to spend hundreds, even thousands of dollars for a virtual "Dragon-Slaying Saber."

Just one year later, Shanda's financial reports showed that revenue had not declined. Instead, it had increased by 30% compared to the subscription era. The income from selling virtual items far surpassed the old revenue from selling game time.

Chen Tianqiao's revolution completely changed the rules of gaming in China and, eventually, the world. He successfully shifted the business model from "selling entertainment time" to "selling services for human nature"—fulfilling players' desires for vanity, competition, and convenience.

This "free" revolution not only crushed the private server ecosystem and solidified Shanda's market dominance but, more importantly, it handed the entire internet industry a golden key to the future. From that point on, the "freemium" model was copied by countless companies, eventually becoming the foundational business model of the internet as we know it today.

Key Takeaways

  • Disrupt Yourself: Chen Tianqiao had the courage to cannibalize his own primary revenue stream to counter a threat and seize a larger opportunity. He understood it was better to disrupt his own business than to let a competitor do it.
  • Turn a Threat into an Opportunity: Instead of viewing piracy as a purely legal problem, he reframed it as a market signal. The demand for a free version of his game was a massive, untapped market he decided to capture rather than fight.
  • Monetize Human Psychology, Not Access: The freemium model was a profound shift from selling a product (game time) to selling status, power, and convenience (virtual items). Chen understood that these psychological drivers could be far more lucrative.
  • Scale is the Ultimate Moat: By making the game free, Chen prioritized massive user scale over short-term revenue. This scale created a powerful network effect that private servers could never compete with, solidifying his long-term market dominance.

Share this story