Recently some single-player strategy games, such as Auro: A Monster-Bumping Adventure or Minos Strategos, started using ranking systems of dynamic difficulty, specifically to combat some of the long-standing problems of the highscore model. In his new article, Ethan Hoeppner argues that this approach, while being a step in the right direction, comes with its own problems and can be improved upon further. He suggests ¬†presenting players with optional challenges, and discusses a difficulty format based on a single “par” number in depth.

Check out the full article: https://ethanhoeppner.github.io/gamedesign/the-problems-with-difficulty-modification.html