The $300,000 Bet: How Chen Tianqiao Risked Everything on a Single Korean Game

The $300,000 Bet: How Chen Tianqiao Risked Everything on a Single Korean Game

October 28, 2025
12 min read
By How They Began
In 2001, with his company's funds dwindling, Chen Tianqiao had a choice: make payroll or bet his last $300,000 on the rights to an unknown Korean game called Legend of Mir 2. The decision would make him a billionaire.

Key Takeaways

  • The power of conviction in a high-stakes, 'bet the company' decision.
  • Why identifying a product with the right 'human nature' appeal is more important than chasing trends.
  • How to negotiate from a position of weakness to secure a company-making deal.
  • The critical importance of operational excellence after securing a key asset.

Imagine this: It's Shanghai, 2001. Your internet company has only $300,000 left in the bank. This money is your final lifeline—what you need to keep the lights on and pay your employees. At this moment, you discover an online game from Korea that has just launched. You are convinced it will explode in the Chinese market. But the licensing fee is exactly $300,000.

You face two paths. The safe one: use the money to stay afloat, look for more practical business, and keep the company alive. The insane one: bet every last dollar on this obscure game. If you win, you soar. If you lose, the company goes bankrupt immediately.

What would you choose?

For the young Chen Tianqiao, this wasn't a hypothetical. His choice not only defined the fate of Shanda Interactive but also ignited the golden age of online gaming in China.

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

  • The power of conviction in a high-stakes, 'bet the company' decision.
  • Why identifying a product that appeals to "human nature" is more critical than chasing trends.
  • How to negotiate from a position of weakness to secure a company-making deal.
  • The decisive role of operational excellence after securing a key asset.

The Final Wager

In 2001, Chen Tianqiao's Shanda Interactive was on the brink of extinction. Their previous ventures, an online cartoon community and a virtual platform, had failed. The initial 500,000 RMB in startup capital was gone. The $300,000 in the bank was their last lifeline.

It was then that Chen stumbled upon a Korean online game called Legend of Mir 2. At the time, China's internet entertainment landscape was a barren wasteland; most people were still playing single-player PC games. But the intense social dynamics, fierce competition, and virtual-world "justice" of Legend of Mir 2 made Chen realize this was more than just a game.

He saw an arena for human nature—the craving for glory, the pursuit of wealth, the bonds of brotherhood, and the thrill of battling enemies. He was certain that this design, deeply resonant with human psychology, would unleash nuclear-level energy in the Chinese market.

He decided he had to secure the exclusive rights for Legend of Mir 2 in China.

When he inquired with the Korean developer, Actoz, their asking price seemed like a twist of fate: $300,000. No more, no less—the exact amount of money Shanda had left.

The company was in an uproar. Everyone thought it was madness. To bet the entire company on an unproven Korean game was commercial suicide. If it failed, they couldn't even make payroll next month. But Chen overruled all objections, telling his team, "If my judgment is right, this $300,000 will bring us infinite fortune. If I'm wrong, our company wasn't going to go far anyway, so it's better to liquidate sooner rather than later."

A Desperate Negotiation

With the resolve of a man burning his bridges, Chen flew to Seoul. But at the negotiating table, he didn't act like a reckless gambler; he was a calm, shrewd businessman. He knew he was in a position of extreme weakness—Shanda had no money, no reputation, just a small Chinese company desperate for survival.

He didn't haggle much over the price. Instead, he showed Actoz his sincerity and determination. At the same time, he proposed a crucial condition: he demanded that Shanda receive a share of the revenue from the game in China. At the time, simply paying a flat licensing fee was standard practice; asking for a revenue share was highly unusual.

His reasoning was that Shanda would be more than just a distributor; it would be a "co-owner" of the game in China. Shanda would pour all its resources—localized operations, powerful servers, and a ground-level distribution network—into ensuring the game's success. This argument persuaded the Koreans, who were equally invested in the game's success.

Ultimately, they reached an agreement: Shanda would pay the $300,000 licensing fee and receive a 27% share of the revenue.

With the company's last dollar, Chen bought not only the rights to a game but also a business model that would generate a continuous stream of cash.

Lighting the Spark

In September 2001, Legend of Mir 2 launched its beta in China. Chen and his team demonstrated astonishing operational prowess. Instead of spending their limited funds on expensive advertising, they used the most primitive yet effective method: grassroots promotion in internet cafes.

Team members went from one internet cafe to another, manually installing the game client and teaching cafe managers and the first wave of players how to play. Promotional posters they designed covered the walls of countless cafes across the country.

The magic of Legend of Mir 2 quickly took hold. Players became addicted to this virtual world where they could engage in open-world PvP, slay monsters for rare loot, and form guilds to conquer Sand City. Word of mouth spread like a virus. Within months, the number of concurrent players broke 100,000, then 300,000, then 600,000...

In Shanda's server rooms, cash was piling up so fast it had to be stuffed into burlap sacks. The company's daily revenue was measured in the millions of RMB. In less than a year, that $300,000 bet had transformed into a massive empire with an annual revenue of over 600 million RMB.

Chen Tianqiao had won his wager. He not only saved his company but also single-handedly kickstarted China's online gaming era, setting himself on the path to becoming the richest man in the country. The story became a legendary tale of courage, vision, and conviction in the annals of China's internet history.

Key Takeaways

  • Conviction Over Consensus: In a "bet the company" moment, a leader's unwavering conviction is more powerful than unanimous agreement. Chen pushed through universal internal resistance because he saw what others didn't.
  • Bet on Human Nature, Not Trends: Chen didn't just see a game; he saw a platform for universal human desires for competition, community, and status. This focus on psychology over technology is why the bet paid off.
  • Negotiate for Partnership, Not Just a Transaction: Even from a position of weakness, Chen negotiated for a revenue share, aligning his interests with the developer's. This turned a simple licensing deal into a foundational partnership.
  • Execution is Everything: Securing the deal was only the first step. The relentless, grassroots execution—personally installing the game in internet cafes—is what ignited the viral growth that made the game a phenomenon.

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