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Woofun AI reports that Alibaba has confirmed plans to divest its gaming subsidiary, Lingxi Huyu, for a reported valuation between 7 and 9 billion yuan, a move that marks the latest in a series of strategic exits from non-core assets following previous partial sales of Intime Department Store, RT-Mart, and Ele.me. This transaction, rumored to have surfaced around June 24, effectively prices the single most valuable asset within the division: the mobile game "Strategies of the Three Kingdoms," which historically generated over 1 billion yuan in monthly revenue and consistently ranked within the top 20 Chinese mobile games on Sensor Tower. While the financial figure captures immediate attention, the deeper significance lies in the decade-long narrative of failure that necessitates this exit, representing a definitive admission that the company's organizational DNA is fundamentally incompatible with the creative demands of the gaming industry.
The trajectory of Alibaba's gaming ambitions reveals a pattern of inconsistent execution and structural misalignment that began in 2014, when the mobile gaming sector was experiencing explosive growth and competitors like Tencent and NetEase were securing dominant market positions. Alibaba's initial strategy relied on platform distribution through UC9you, an approach that failed to gain traction, prompting a pivot toward acquiring development teams to build proprietary titles. Although this second phase yielded the hit "Strategies of the Three Kingdoms," the company failed to replicate this success or sustain momentum, leading to a decade of internal reorganization where the gaming business was shuffled from the Entertainment Group to an independent unit and finally into the Digital Media segment. Each structural shift resulted in a degradation of resources, and by 2024, with Alibaba Cloud and e-commerce firmly established as the company's core pillars, the marginalization of the gaming division became inevitable.
This persistent struggle is not merely a result of bad luck or a lack of effort but stems from a fundamental structural flaw in Alibaba's organizational culture when applied to creative industries. The company's operational philosophy emphasizes standardization, modularization, and reusability, a methodology that excels in e-commerce and cloud computing where transactions, payments, and logistics can be abstracted into repeatable services.
However, game development relies on highly creative, non-standard processes such as defining artistic styles, designing combat systems, and balancing complex mechanics, which cannot be reduced to reusable systems or intuitive judgments of top-tier designers. When an organization conditioned to solve problems through standardized protocols encounters the inherent uncertainty, ambiguity, and trial-and-error nature of game creation, the result is a systemic incompatibility that stifles innovation.
The core divergence lies in how different tech giants perceive the gaming sector: Alibaba treats it as a business unit requiring predictable growth, whereas Tencent treats it as an entire industry that embraces uncertainty. This philosophical clash explains why the success of "Strategies of the Three Kingdoms" was misleading; the game was developed by the Jianyue team using traditional SLG methodology and possessed no "Alibaba DNA," essentially functioning as an acquired product rather than an organic creation. Once integrated into Alibaba's rigid organizational structure, the creative autonomy of the talented team was gradually eroded, proving that the company lacked the intrinsic ability to cultivate high-quality games internally. The underlying assumption that traffic alone could guarantee success in gaming has been repeatedly disproven, as evidenced by the failures of Baidu Games and the disappearance of 360 Games, which demonstrated that traffic acts as an amplifier for consumer products but cannot create high-quality content.
Almost all subsequent self-developed games by Alibaba fell into the trap of prioritizing ecosystem integration over user engagement, resulting in products that failed to access core traffic sources while simultaneously failing to deliver meaningful content. This pattern of failure is not unique to Alibaba; ByteDance, despite possessing substantial traffic, adopted a similar "traffic plus gaming" approach and ultimately chose to sell its gaming division after investing billions of dollars. This broader industry trend suggests that for companies reliant on traffic, failure in content creation is the norm rather than the exception. The departure of Zhan Zhonghui from Lingxi Huyu in 2023 marked a critical turning point, as he was one of the few executives who understood both content creation and the internal corporate framework. His exit triggered a systematic brain drain, with key creators and technical experts migrating to competitors like MiHuaYou, Lilith Games, or overseas firms, further diminishing the division's ability to attract top talent as resource allocation decreased and organizational structures continued to shift.
In stark contrast, Tencent's success is built on a studio-based model that grants creators high degrees of autonomy and incentives, allowing for a tolerance of trial and error that is virtually impossible in a KPI-driven organization. For instance, despite the initial failures of "Heroes Battle Record," the predecessor to "Honor of Kings," Tencent permitted the team to restart completely, fostering an environment where risk-taking is rewarded. Alibaba, conversely, has failed to establish an attractive gaming talent ecosystem, with compensation systems, promotion channels, and resource allocation designed around e-commerce and cloud computing, thereby limiting career prospects for gaming professionals. When creators perceive significantly fewer opportunities at Alibaba compared to specialized gaming companies, the natural outcome is attrition rather than retention.
A comparative analysis of industry leaders further illuminates Alibaba's shortcomings. Tencent has constructed a gaming empire through capital investment and delegation of authority, making two pivotal decisions in 2008: establishing the IEG as an independent business unit with considerable autonomy and adopting a competitive internal model with multiple studios. Tencent has invested in over 100 gaming companies, most of which operate independently without excessive interference, a strategy of "invest only, don't interfere" that stands in sharp contrast to Alibaba's practice of acquiring and integrating companies into its ecosystem. NetEase, on the other hand, has proven the value of long-term commitment to quality, with almost every hit game taking more than five years to develop over the past 25 years, driven by founder Ding Lei's personal involvement in product development. MiHuaYou represents the ultimate version of focus, specializing in anime-style, open-world, and technology-driven gameplay with only three core products, led by a founding team dedicated to a single niche for over a decade.
Alibaba lacks the capital, patience, and delegation of authority seen in Tencent, the commitment to content quality and long-term vision found in NetEase, and the focus and team stability characteristic of MiHuaYou. In the gaming industry, traffic is never the scarce resource; content is. The decision to sell Lingxi Huyu serves as a powerful reminder to entrepreneurs in the new consumer sector that brand expansion has limits and that achieving excellence in one area is far more valuable than attempting mediocrity in two. The ten-year journey of Alibaba in gaming was predicated on the illusion that traffic could substitute for capability. A fallacy shared by Baidu, 360, and ByteDance, all of which failed despite their traffic advantages. As traffic dividends fade and user acquisition costs on platforms like Douyin rise to levels comparable to offline businesses, the distinction between temporary hits built on traffic and sustainable brands built on quality content becomes increasingly clear.
Retreating from non-core areas may actually mark the beginning of maturity for a company. What Alibaba is doing now—selling its gaming business, reducing non-core operations, and focusing on e-commerce and cloud computing—represents a strategic choice made by a mature entity in 2026, rather than a sign of decline. Knowing what not to do is just as important as knowing what to do, a lesson particularly relevant for new consumer entrepreneurs as the narrative of expanding product categories and channels comes to an end. The focus in 2026 is on simplifying and maintaining existing strengths, protecting the foundation rather than expanding blindly. Selling Lingxi Huyu is merely the first step in a broader streamlining effort, with potential future sales of Ele.me, Hema, or Youku likely to follow similar patterns of large companies entering new fields with traffic but lacking necessary capabilities.
For the gaming industry, the identity of the buyer is as significant as the transaction itself. The potential acquisition of Lingxi Huyu by 37 Interactive Entertainment would represent a combination of a major distribution platform and an in-house IP developer, while a purchase by Shengqu Games would signal a traditional PC game company attempting to improve its position in the SLG category. The involvement of Bilibili could indicate a new approach to anime-style gaming. Regardless of the final buyer, the real value of this transaction for Alibaba and the consumer industry is not the 7 billion yuan figure but the simple truth verified through a decade of effort and billions in losses: for an excellent organization, admitting limitations is far more valuable than pretending to be competent in everything. In this sense, spending 7 billion yuan to buy a recognition of one's shortcomings is not a bad deal at all, as sometimes, some money is simply not meant to be earned.