Some odd non-specific trends I&#x27;ve noticed across various games:<p>* There are usually 3 currencies. Usually a &quot;f2p&quot; currency, a &quot;p2p&quot; currency and a &quot;social&quot; currency.<p>* There are at least 3 distinct ways to progress a unit, for example &quot;level&quot;, &quot;stars&#x2F;quality&quot;, &quot;gear&#x2F;items&quot; and each way requires a different activity or minigame to progress.<p>* Playing the game requires &quot;energy&quot; or something similar which recharges slowly over time but can be refilled by paying p2p currency<p>* There are &quot;ratings&quot; on your performance which usually are measured as 1, 2, or 3 stars.<p>* The number three comes up a LOT in the game design. Like 3 stages per level, 3 abilities per character, 3 milestones per achievement, etc.<p>* Bring the player to the store as often as possible to pick up little freebies and force them to look at the paid offerings<p>It&#x27;s like every big mobile game studio is designing off the same playbook.