TencentThe Founding
7 min readChapter 2

The Founding

Following its formal incorporation in late 1998, with an initial capital of approximately 500,000 RMB contributed by co-founders including Pony Ma Huateng, Zhang Zhidong, Xu Chenye, Chen Yidan, and Zeng Liqing, Tencent Inc. moved swiftly to launch its foundational product. The co-founders, predominantly engineers, recognized the burgeoning demand for real-time communication tools in China's rapidly expanding, albeit nascent, internet landscape.

In February 1999, the company introduced OICQ, an instant messaging software designed specifically for the Chinese market. At the time, global instant messaging leader ICQ, owned by America Online (AOL), was gaining traction internationally, but its English-centric interface and reliance on more robust internet infrastructure presented barriers for many Chinese users. OICQ differentiated itself by providing a user-friendly interface in simplified Chinese, offering stable connectivity optimized for the comparatively slower and less reliable internet connections common in China at the turn of the millennium, and by being entirely free to use. It quickly began to attract users who sought a reliable, localized alternative to existing, often cumbersome, communication tools such as email, basic chat rooms, or fragmented local services.

The early operations were remarkably lean, mirroring the typical startup environment of the period. The co-founders were deeply involved in both the technical development, with Zhang Zhidong overseeing the engineering core, and the day-to-day management of the platform. The initial team was small, reportedly fewer than 20 individuals, operating with limited resources. Initial customer acquisition relied heavily on organic word-of-mouth referrals, particularly among university students and young professionals who predominantly accessed the internet through public internet cafes. In these shared computing environments, the convenience and immediacy of instant communication held strong appeal for social interaction and coordination. By mid-1999, just months after its launch, OICQ had already accumulated over 500,000 registered users, a clear indicator of strong product-market fit.

The rapid user adoption of OICQ, while a testament to its appeal, soon presented Tencent with significant financial challenges. While the service was free for users, the operational costs associated with maintaining servers, ensuring sufficient bandwidth for millions of concurrent users, and expanding infrastructure grew proportionally with the exponential increase in its user base. Server hardware and bandwidth leases from state-owned telecommunication providers like China Telecom represented substantial and recurring expenses. By the end of 1999, OICQ had accumulated several million registered users, and this explosive growth created an urgent need for substantial investment to sustain operations and further development. The company, despite its burgeoning user numbers, faced a precarious financial situation, reportedly burning through its initial capital rapidly and struggling to cover mounting server and bandwidth expenses. This period highlighted the inherent difficulty of monetizing a free internet service in an emerging market where online advertising revenues were minimal and digital payment infrastructure was virtually non-existent. There were even discussions about selling OICQ at one point, with reports suggesting a potential valuation of around 3 million RMB, though no buyer materialized.

Seeking to address these acute financial pressures, Tencent embarked on its first major funding rounds. In 2000, the company secured a critical investment of $2.2 million USD from IDG Capital and PCCW, a Hong Kong-based telecommunications provider. This investment granted the two firms a combined 40% stake in Tencent (20% each). This capital infusion was critical, providing the necessary resources to upgrade server infrastructure from commodity setups to more robust systems, enhance the platform's features, and significantly expand the engineering team, which grew to dozens of employees. The investment not only provided crucial financial stability but also signaled a degree of external validation for Tencent's nascent business model and its potential in the burgeoning Chinese internet sector, particularly valuable during the global dot-com bust of the early 2000s.

This period was also marked by a critical legal challenge: America Online (AOL), the global owner of ICQ, initiated a lawsuit against Tencent in 2000, alleging trademark infringement due to the name OICQ, which was perceived as too similar to its own globally recognized brand. This legal dispute ultimately compelled Tencent to rebrand its flagship product to QQ in 2000. While initially disruptive, potentially causing some user confusion and requiring a marketing effort to establish the new name, the rebranding proved to be a pivotal moment. The name "QQ," often associated with the sound of a bird or simply chosen for its phonetic simplicity and memorability in Chinese culture, eventually cemented the brand's unique identity in China, freeing it from the shadow of its international predecessor.

With the new capital and a distinct, rebranded product, Tencent intensified its efforts to build out its team and refine its company culture. The focus remained squarely on attracting talented software engineers and developers in Shenzhen who could continue to innovate on the QQ platform. The culture emphasized rapid iteration, a strong responsiveness to user feedback – a key differentiator in a competitive market – and a deeply engineering-driven approach, constantly adding features and improving performance. This foundational period also saw Tencent exploring various monetization strategies beyond traditional online advertising, which was proving entirely insufficient to cover the escalating operational costs in the Chinese market.

Early experiments included innovative mobile SMS integration, which launched around 2001. This allowed QQ users to send messages from their desktop application directly to mobile phones, thereby tapping into existing telecommunications revenue streams through partnerships with carriers like China Mobile and China Unicom. Users would pay a small fee per SMS, a model that quickly became a significant revenue generator given the widespread adoption of mobile phones in China compared to lower internet penetration rates. Tencent also began to introduce value-added services such as virtual avatars (QQ Show, launched in 2003), premium memberships (QQ Members), and micro-transactions for virtual goods. QQ Show allowed users to customize their digital representations with virtual clothing and accessories, tapping into a strong desire for self-expression, particularly among younger users. These early initiatives laid the groundwork for what would become a highly successful and pioneering monetization model based on digital goods and services, a significant departure from Western advertising-centric approaches.

QQ’s user interface and features were continually enhanced to improve stickiness and engagement. The platform introduced functionalities such as group chat, which was crucial for students coordinating projects and gamers organizing, robust file transfer capabilities, and personalized profiles that allowed for greater individual expression. These features were meticulously tailored to the preferences and social dynamics of Chinese users, fostering a strong sense of community and personal expression within the QQ ecosystem, making it more than just a communication tool. The proactive development of integrated mini-games (such as QQ Pet and various casual games) and entertainment content further solidified QQ's position as a comprehensive digital hub for its users, increasing time spent on the platform.

One of the most significant early milestones was the establishment of a robust system for virtual currency, known as Q Coin, which was formally launched in 2002. Initially conceived as a means to purchase virtual items and premium services within the QQ ecosystem, Q Coins quickly gained widespread adoption. Users could purchase Q Coins with real money through various channels, and then use them to acquire virtual clothing for QQ Show, special emoticons, premium memberships, or in-game items. This innovative approach to virtual goods and digital currency distinguished Tencent from many of its contemporaries globally and proved to be highly effective in generating substantial revenue from a largely free-to-use platform. Its success, however, also led to broader discussions about the nature of virtual currency and its economic implications in China.

By the early 2000s, Tencent had achieved significant market validation. By the end of 2002, QQ had surpassed 100 million registered user accounts, and by 2003, this figure exceeded 200 million. By 2005, registered accounts reached an astonishing 500 million. QQ had become the dominant instant messaging platform in China, commanding an estimated 70-80% of the market share, far outperforming international rivals like MSN Messenger which struggled to adapt to local market preferences. The combination of rapid user growth, successful monetization through diverse value-added services and virtual goods, and a continuously expanding ecosystem of integrated features demonstrated a clear and powerful product-market fit. This initial success positioned Tencent as a formidable and innovative player in the burgeoning Chinese internet industry, providing a stable and profitable foundation for future expansion and setting the stage for its eventual breakthrough into multiple digital verticals including online gaming, social networking, and fintech.