Riot GamesThe Founding
7 min readChapter 2

The Founding

With the formal establishment of Riot Games in late 2006 by co-founders Brandon Beck and Marc Merrill, the focus shifted from conceptualization to the tangible work of building a company and its inaugural product. Beck and Merrill, lifelong gamers themselves, harbored a deep passion for competitive online multiplayer experiences and a growing frustration with the traditional game publishing model, which often prioritized upfront sales over sustained player engagement and community feedback. Early operations involved securing modest office space in Santa Monica, California, and initiating the critical process of talent acquisition. The co-founders recognized that the success of their ambitious 'games as a service' model, which represented a nascent but growing trend in the industry, hinged on assembling a diverse team with expertise spanning game design, engineering, art, and online operations. Critically, this team also needed a fundamental understanding of competitive multiplayer dynamics and community engagement, moving beyond the traditional developer-publisher dynamic. This phase also involved extensive research into the core mechanics that made games like Defense of the Ancients (DotA), a popular custom map for Blizzard's Warcraft III, so compelling. Simultaneously, Riot identified areas for innovation and improvement, aiming to create a more accessible, polished, and commercially supported experience than was possible with community-driven modifications. The burgeoning broadband internet penetration and the increasing sophistication of online PC gaming formed a fertile ground for such an endeavor.

The company's first and singular product under development was initially known as "League of Legends: Clash of Fates," a title that would later be simplified to League of Legends. Development focused on crafting a roster of unique characters, or 'champions,' designing diverse maps that encouraged strategic play, and establishing a robust online infrastructure capable of supporting millions of concurrent players globally. This represented a significant technical undertaking for a startup. The core design principles emphasized strategic depth, necessitating a high skill ceiling for competitive players, alongside team play, and continuous learning to ensure long-term engagement. The aim was to attract both seasoned MOBA players, already familiar with the genre's intricacies, and newcomers seeking an approachable entry point. This iterative development process involved extensive internal testing and refinement, with early versions of the game constantly being evaluated against the founders' vision of a perpetually evolving live service, a concept that was still relatively novel for a competitive title in the Western market. The ambition was to professionalize and expand a genre previously confined to modding communities.

Securing financial backing beyond the initial seed capital proved crucial for sustaining development. Riot Games successfully navigated several funding rounds, attracting significant venture capital in a period where the free-to-play model for core competitive games was viewed with skepticism by some traditional investors in the West. Firms such as Benchmark Capital and FirstMark Capital, however, recognized the disruptive potential of the free-to-play model, especially when combined with a high-quality competitive game and a robust live service strategy. This aligned with Riot's vision of long-term player engagement and recurring monetization through optional cosmetic items, rather than relying solely on upfront sales or subscriptions. These investments provided the necessary resources for accelerated development, expanded hiring, and the establishment of scalable server infrastructure to support a global player base. A particularly strategic investment came in 2009 from the Chinese technology conglomerate Tencent Holdings, which acquired a significant minority stake. This investment would later prove transformative for the company's global reach, especially in the massive Asian market, and provided crucial capital and strategic guidance from a company already experienced in the free-to-play model within its home region.

Building the team was central to establishing the company culture. Riot Games intentionally fostered a 'player-focused' ethos from its inception, emphasizing transparency, direct communication with the community, and an iterative development approach. This commitment extended beyond rhetoric, influencing key hiring decisions. The company, which started with a relatively small team of under 30 employees, not only sought experienced game developers but also dedicated community managers, a role that was relatively underdeveloped and often relegated to customer service functions in the industry at the time. Riot, however, viewed community managers as critical liaisons, integral to the development process. The goal was to create a continuous feedback loop where player input directly influenced game updates and content decisions, solidifying the live service model as a core operational principle. This culture aimed to cultivate a sense of shared ownership and passion for the game among employees, many of whom were recruited due to their own deep engagement with competitive gaming and the nascent MOBA genre.

Initial customers were primarily targeted through extensive beta testing phases. Closed beta began in April 2009, inviting a select group of players to provide feedback, identify bugs, and help balance gameplay. This phase was crucial for fine-tuning game mechanics and server stability in a controlled environment. Detailed player feedback was collected via forums and in-game reporting tools, which directly informed weekly or bi-weekly patches and content updates. This rapid iteration was fundamental to the 'games as a service' model. This was followed by an open beta in October 2009, which significantly expanded the player base and served as a crucial stress test for the game's servers and online systems in preparation for a mass audience. The competitive landscape for new online PC games was intensifying, with titles like Heroes of Newerth (which began its own beta phase around the same time) vying for market share among DotA veterans. However, the positive reception during Riot's beta phases, characterized by growing player numbers and enthusiastic community engagement, provided significant market validation for Riot's free-to-play MOBA concept. Reports from beta participants consistently indicated a strong appetite for a polished, professionally supported title in the genre, which Riot positioned itself to deliver.

League of Legends officially launched on October 27, 2009, initially in North America and Europe. The launch was met with steady, organic growth, fueled primarily by word-of-mouth marketing, community engagement, and the game's highly accessible free-to-play model. Unlike traditional boxed products that relied on large upfront marketing budgets, Riot's strategy leveraged the game's quality and the inherent virality of its competitive online nature. Post-launch, Riot Games maintained its commitment to constant updates, introducing new champions, items, and balance adjustments on a regular cadence, often every two weeks. This consistent flow of fresh content was instrumental in retaining players and attracting new ones, as the game continuously evolved and offered fresh experiences, addressing a common criticism of competitive games that could become stale. The absence of an upfront purchase barrier dramatically lowered the entry threshold for curious players, facilitating rapid adoption and allowing the player base to expand without friction.

By consistently delivering new content and actively engaging with its player base through its innovative community management strategy, Riot Games successfully achieved initial product-market fit. Key indicators included strong player retention rates, a growing active user base, and increasing conversion rates for in-game cosmetic purchases, demonstrating the commercial viability of its free-to-play model. The ongoing development, coupled with a robust community management strategy, ensured that League of Legends not only attracted players but also retained them for extended periods, building a loyal and engaged player ecosystem. This demonstrated the viability of the free-to-play model as a sustainable business strategy for high-quality, competitive online games, challenging prevailing industry norms. The financial and operational groundwork laid during this founding period, particularly the early strategic investment from Tencent Holdings, prepared Riot Games for a period of accelerated growth and global expansion. This foundation enabled Riot to move beyond mere product-market fit to becoming a significant player in the broader digital entertainment landscape, as its flagship title began to scale rapidly across continents and set the stage for the emergence of competitive esports as a global phenomenon.