Earlier quoted context omitted.
I'm 99% sure most mobile games are designed to psychologically drive players to spend as much money on microtransactions as possible. That, and now they are specifically targeting whales, so there's less "a little goes a long way" on IAP and now you really have to shell out to get anywhere. I know that I've personally spent more on in-app purchases that I care to admit just to get an edge on other players in some of…
Clash of Clans had a revenue of 1 BILLION dollars in 2015 alone. That's insane. I'm sure they measure every single metric that can be measured in that game and make sure it's as engaging as possible by optimizing their interfaces and looking at the psychology of players.
* There are usually 3 currencies. Usually a "f2p" currency, a "p2p" currency and a "social" currency.
* There are at least 3 distinct ways to progress a unit, for example "level", "stars/quality", "gear/items" and each way requires a different activity or minigame to progress.
* Playing the game requires "energy" or something similar which recharges slowly over time but can be refilled by paying p2p currency
* There are "ratings" on your performance which usually are measured as 1, 2, or 3 stars.
* 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.
* Bring the player to the store as often as possible to pick up little freebies and force them to look at the paid offerings
It's like every big mobile game studio is designing off the same playbook.