Except you paid the cost for the fiber connection. You also get one more 9 of reliability from their DC.
For example, AT&T fiber has no bandwidth caps and offers symmetric 1-10 gigabit service in an ever expanding number of areas throughout the US. I pay $55/mo for 1gbps service, and have done more than 100TB/mo for many months and it's fine.
Instead of relying on consumer ISP's to route gaming packets for speed, they would instead route them for costs. Taking extra hops and extra latency before reaching the target server.
Riot built an overlay network using their own fiber and negotiated BGP deals with consumer ISP's to get gaming traffic off the ISP's internal network on onto Riot's ASAP so they could route the packets directly to their gaming servers.
also, linked from that: https://technology.riotgames.com/news/fixing-internet-real-t...
A key issue discussed was some setting relating to BGP (or similar) that consumer ISPs wouldn't initially implement or wouldnt configure for Riot. Something related to weights or something that affected the cost analysis for routing decisions that prevented packets from wanting to take the Riot path.
edit:
Just fully read that QZ article. I think it does a good job of describing what they did with useful inforgraphics (esp the "Actual Data Route" graphic) for a layman audience. I think many of us here can extrapolate what kind of effort they had to go through to get that done.