Lao Bai
Lao Bai|Nov 28, 2025 12:10
OnlyFans paying for three seconds may be one of the few market demands for human "true PMF" But in the vast majority of cases, streaming payments or micro payments like "pay as much as you use/watch/listen" are actually against human nature. This is also because both Web2 and Web3's attempts at "pay as you go" have failed before This is mentioned in a foreigner's X402 article today. I think it is very reasonable. He has a section of essence that I will translate and paste directly "Why did micro payment fail? The dream of charging by points is as old as the Internet. ………… Every few years, someone rediscovers this elegant idea: What if you could pay $0.002 per article, $0.01 per song, and pay completely at cost? They all died for the same reason: humans hate measuring their own enjoyment. AOL paid a high price for this in 1995. They charge internet fees by the hour, which is cheaper for most users than subscriptions, but users dislike this psychological burden. Every minute runs like a meter, every click feels like spending money, and people involuntarily see every small cost as a loss. When AOL launched unlimited plans in 1996, usage tripled overnight. People would rather pay more than think less. Pay by use may sound efficient, but for humans, it often feels like anxiety with a price tag If AOL is too far away from everyone, let me say a relatively nearby one, World of Warcraft As is well known, WOW was originally a monthly card in the US, but in China it was initially a point card and later converted to a monthly card Point cards are particularly in line with the "measurement anxiety" mentioned above, which can trigger a very clear psychological burden for players: When making a copy, I thought to myself, 'Ah, I've spent another 2 hours on cards.' 2. daydreaming, chatting, and even AFK all feel like "wasting money" For Blizzard, point cards also directly affect revenue, as this measurement anxiety leads to Some people are even willing to go online and make copies, and then go offline after completing them 2. Decreased social activity 3. Decreased liquidity in the economic system For MMORPGs, the player's online time is the life of the game So later I switched to a monthly card, which greatly alleviated this pain: After the cost is' shared ', people are more likely to forget that they are spending money, and how long they play is no longer linked to money 2. Players are more willing to go online, socialize, and participate in activities The gaming experience has shifted from "measured cost" to "unlimited enjoyment". But these issues of humanity are not a problem in the era of agents, because they lack humanity! That's also why I have high hopes for AI to trade and speculate on coins for you, as well as payment protocols like Agent 2 Agent 402. Because greed, fear, measurement anxiety, and these things have been eliminated for you, leaving only the rational human optimal solution in economics It is estimated that the prevalent "behavioral economics" will also need to be revised by then, because the behavior of agents is very different from human behavior. The game mode of this emotional agent group and the behavior pattern after being motivated may be a new direction worth exploring and researching
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