Zhengtu Online

2006 - 2018
dead asia
shi yuzhu built a game in shanghai that cost nothing to enter and then charged for everything inside it. zhengtu went into open beta in november 2005 promising to stay permanently free, and by march 2007 it was holding 860,265 players online at the same moment. the money came from a chest that showed you exactly what you might win on a spinning wheel and then declined to give it to you. giant interactive listed on the new york stock exchange off the back of it. the servers went dark on 26 december 2018, long after every phone game on earth had already taken the idea.

~ the obituary ~

In 2006 I had ttnet at home and a university account, and the games that reached me came through a shop in Ankara or off somebody's disc. Zhengtu was never going to be one of those. It was priced in yuan, topped up with prepaid cards you bought at a kiosk, and played almost entirely from Chinese internet cafes. Nothing about it was hidden from the rest of the world. It just had no route out of the country it was built for.

Shi Yuzhu founded Giant Interactive in 2004 after making his money in health supplements, which is an unusual entry into game publishing and turned out to matter. Zhengtu was the company's first game and it went into open beta on 15 November 2005 with an announcement that it would be permanently free to play. Public testing opened on 21 April 2006 and the official version launched that July. In a market where every serious MMO still sold hourly time cards, giving the game away was the aggressive move.

It worked immediately and then it kept working. On 23 March 2007 the game recorded 860,265 players online at the same time, a number Chinese operators published the way other industries publish quarterly earnings. By 2008 the peak had reached 1.52 million. Giant Interactive went public on the New York Stock Exchange in November 2007 on the strength of essentially one product.

~ the case file ~

Born25 July 2006, after an open beta that promised the game would stay free
Peak1.52 million concurrent players in 2008
Killed26 December 2018
Lifespantwelve years
Made byZhengtu Network, the studio Shi Yuzhu built inside Giant Interactive
Killed byits own sequels, and a phone market that took the model and left the game

~ what it sold ~

The game was free and the guild war was not. Zhengtu was built around large organized armies fighting for territory, with a hierarchy that gave officers real authority over hundreds of players, and the whole structure meant that a rich player could buy an outcome for a crowd of people who had spent nothing. That was the design, not a leak in it. The paying minority funded a population that made the paying worth doing.

The mechanic it actually left behind was the chest. You paid for a key, the chest showed you every prize it contained laid out on a wheel like a game show, and the pointer swept across the thing you wanted without stopping on it. Every element of the modern loot box is already there in 2006. The lock and key framing is present, and so is the visible near miss, run against a probability nobody publishes. Western games arrived at the same idea most of a decade later and got treated as if they had invented it.

~ the day it died ~

There was no scandal at the end and no lawsuit. Zhengtu ceased operations on 26 December 2018, twelve years after launch, by which point its own company had shipped a sequel and a run of mobile spinoffs that all took the same audience. Giant Network had long since become a phone company in everything but name.

That is the least dramatic way for a landmark to go. The thing it proved had been absorbed so completely that switching off the original changed nothing for anyone. By 2018 the model was running inside games made in Vancouver and Helsinki by people who had never heard of Shanghai in 2006.

~ the next chapter ~

Belgium ruled loot boxes to be gambling in April 2018 and the Netherlands moved against them the same year, eight months before Zhengtu turned off. The regulatory fight that is still running through European parliaments is a fight about a monetization pattern that a Chinese MMO shipped and proved profitable while most of the industry was still selling boxes.

Almost nobody outside China can name it. The genealogy of free-to-play usually gets written as if it started with mobile, or with a Korean publisher, or with whichever Western game first put a crate in a shooter. Zhengtu is the actual ancestor and it is missing from most of the family trees.

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other gaming: Qore, Heat.net, Warhammer Online: Wrath of Heroes, Verant Interactive

also died in 2015-2019: Kids goo, indoona, Hellas Online

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