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* ''Franchise/ResidentEvil'':

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* ''Franchise/ResidentEvil'':''Franchise/ResidentEvil'': Known formally as "Adaptive Difficulty", it's been a part of several major games in the series.


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** ''VideoGame/ResidentEvil3Remake'' uses pretty much the exact same system as the ''VideoGame/ResidentEvil2Remake''.

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* ''VideoGame/EpicBattleFantasy5'':
** All optional dungeons have LevelScaling for its enemies and bosses.
** The Devourer gets a boost in stats proportional to the amount of optional content the player completed, though it doesn't level scale. New content from updates only adds to the potential stat boost.
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* The ''Videogame/SpyroTheDragon'' series scales difficulty depending on the skill of the player. Unfortunately, this results in an individual playing on the lowest difficulty setting being incapable of completing the third game 100%.

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* The ''Videogame/SpyroTheDragon'' series scales difficulty depending on the skill of the player. Unfortunately, this results in an individual playing on the lowest difficulty setting being incapable of completing the [[VideoGame/SpyroYearOfTheDragon third game]] 100%. Thankfully the third game 100%.also has cheat codes to adjust the difficulty for you (O, Square, Right, Left, Right, Square, O, X for Medium, and O, Square, Right, Left, Right, Square, O, Square for Hard).

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* ''Videogame/AIWarFleetCommand'' and ''AI War 2'' both have a particular version of this as the selling point. AI Progress (AIP) is a counted measure you are always aware of, that rises whenever you claim a planet for yourself from the AI, among other actions that either alarm the AI or make it think now's the chance to finish off the problem that is you. The higher it rises, the more tools the AI deploys to deal with you, and the more of its near-endless resources it reassigns from dealing with [[UltimateEvil whatever is outside the galaxy]] to taking care of you. As a result, even in bolder high AIP runs you need to play the guerilla game, because if you just conquer everything you see the AI ''will'' stomp you. The sequel makes it track even more variables, and gives it more to respond with; the AI even gets GodzillaThreshold options if you're ''really'' running wild (or another faction is), in the form of Extragalactic War vessels that are nastier than anything else in its arsenal.
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* ''Minecraft'' surprisingly features a dynamic difficulty system in Survival mode that is separate to (but impacted by) the world difficulty. The longer a player stays in one location and the longer a certain world has been active, the more difficult the game gets. With each passing day-night cycle, the difficulty steps up a small amount. In time, this manifests itself in monsters having higher chances of spawning with armor, enchanted weapons, increased strength of certain attacks, seeing the player from further away, and even enabling certain monsters to access new attacks. At even higher difficulties, the enchantment levels on the monsters' weapons and armor increase as well.

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* ''Minecraft'' ''VideoGame/{{Minecraft}}'' surprisingly features a dynamic difficulty system in Survival mode that is separate to (but impacted by) the world difficulty. The longer a player stays in one location and the longer a certain world has been active, the more difficult the game gets. With each passing day-night cycle, the difficulty steps up a small amount. In time, this manifests itself in monsters having higher chances of spawning with armor, enchanted weapons, increased strength of certain attacks, seeing the player from further away, and even enabling certain monsters to access new attacks. At even higher difficulties, the enchantment levels on the monsters' weapons and armor increase as well.

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* ''VideoGame/{{Homeworld}}'' scales enemy fleets to match yours. However, it doesn't count captured enemy ships. By kiting enemy fleets while your salvage corvettes steal them one-by-one, you can become game-shatteringly overpowerful.
** In ''Homeworld 2'', capturing ships is no longer practical and enemy fleets scale so heavily in comparison to yours that building more ships makes the game harder, not easier. The strongest tactic is to self-destruct your fleet at the end of a mission -- you can rebuild in a few scant minutes but the enemy will still be helpless.

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* ''VideoGame/{{Homeworld}}'' scales enemy fleets to match yours. However, it doesn't count captured enemy ships.ships, and due to a bug it's ''much'' easier than the developers intended to do so. By kiting enemy fleets while your salvage corvettes steal them one-by-one, you can become game-shatteringly overpowerful.
** In ''Homeworld 2'', 2'' addressed this by making capturing enemy ships is no longer practical and enemy fleets scale so heavily in comparison a lot harder, to yours the point where it's not usually worth the effort outside of a few occasions where it's required to complete an objective. Unfortunately, the difficulty scaling was one of many mechanics that building more ships makes suffered from [[ObviousBeta the game harder, being somewhat rushed]]; there's no upper limit to how many additional enemy ships it will spawn while the player's faction is still subject to a quite restrictive unit cap, meaning that not easier. The strongest tactic is only can later missions become effectively UnWinnable thanks to self-destruct NotPlayingFairWithResources, but the game can potentially try and spawn so many units that it lags or freezes because the CPU can't keep up. There's also nothing stopping you from exploiting it by dismantling or self-destructing most of your fleet at right before you complete a level, tricking the end of a mission -- game into thinking you're doing much worse than you can rebuild in a few scant minutes but the enemy will still be helpless.
really are.
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* In academic institutions, grading "curves" are these; the instructor may adjust the score requirements for each letter grade based on how well their students are doing, usually if they feel that they were initially too hard on their students.

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* In academic institutions, grading "curves" are these; the instructor may adjust the score requirements for each letter grade based on how well their students are doing, usually if they feel that they were initially too hard on their students. And depending on your performance throughout the academic period especially on the final exam, the instructor may just bump your grade up accordingly regardless of what the preexisting scale says.
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* ''VideoGame/GodHand'' will adjust the difficulty up a level (1, 2, 3, and [[HarderThanHard Die]]) if the player lands enough hits on enemies, increasing enemy strength and durability. It will then scale the difficulty back down if they take too many hits. You gain more rewards for defeating more enemies at higher difficulty levels. The game has "normal" difficulty settings, as well - the difficulty level never rises above 2 in Easy Mode, and Hard Mode has you ''always'' on Level Die.

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* ''VideoGame/GodHand'' will adjust the difficulty up a level (1, 2, 3, and [[HarderThanHard [[FourIsDeath Die]]) if the player lands enough hits on enemies, increasing enemy strength and durability. It will then scale the difficulty back down if they take too many hits. You gain more rewards for defeating more enemies at higher difficulty levels. The game has "normal" difficulty settings, as well - the difficulty level never rises above 2 in Easy Mode, and Hard Mode has you ''always'' on Level Die.
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* ''Minecraft'' surprisingly features a dynamic difficulty system in Survival mode that is separate to (but impacted by) the world difficulty. The longer a player stays in one location and the longer a certain world has been active, the more difficult the game gets. With each passing day-night cycle, the difficulty steps up a small amount. In time, this manifests itself in monsters having higher chances of spawning with armor, enchanted weapons, increased strength of certain attacks, seeing the player from further away, and even enabling certain monsters to access new attacks. At even higher difficulties, the enchantment levels the monsters' weapons and armor increase as well.

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* ''Minecraft'' surprisingly features a dynamic difficulty system in Survival mode that is separate to (but impacted by) the world difficulty. The longer a player stays in one location and the longer a certain world has been active, the more difficult the game gets. With each passing day-night cycle, the difficulty steps up a small amount. In time, this manifests itself in monsters having higher chances of spawning with armor, enchanted weapons, increased strength of certain attacks, seeing the player from further away, and even enabling certain monsters to access new attacks. At even higher difficulties, the enchantment levels on the monsters' weapons and armor increase as well.
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* ''Videogame/Minecraft'' surprisingly features a dynamic difficulty system in Survival mode that is separate to (but impacted by) the world difficulty. The longer a player stays in one location and the longer a certain world has been active, the more difficult the game gets. With each passing day-night cycle, the difficulty steps up a small amount. In time, this manifests itself in monsters having higher chances of spawning with armor, enchanted weapons, increased strength of certain attacks, seeing the player from further away, and even enabling certain monsters to access new attacks. At even higher difficulties, the enchantment levels the monsters' weapons and armor increase as well.

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* ''Videogame/Minecraft'' ''Minecraft'' surprisingly features a dynamic difficulty system in Survival mode that is separate to (but impacted by) the world difficulty. The longer a player stays in one location and the longer a certain world has been active, the more difficult the game gets. With each passing day-night cycle, the difficulty steps up a small amount. In time, this manifests itself in monsters having higher chances of spawning with armor, enchanted weapons, increased strength of certain attacks, seeing the player from further away, and even enabling certain monsters to access new attacks. At even higher difficulties, the enchantment levels the monsters' weapons and armor increase as well.

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* ''Minecraft'' surprisingly features a dynamic difficulty system in Survival mode that is separate to (but impacted by) the world difficulty. The longer a player stays in one location and the longer a certain world has been active, the more difficult the game gets. With each passing day-night cycle, the difficulty steps up a small amount. In time, this manifests itself in monsters having higher chances of spawning with armor, enchanted weapons, increased strength of certain attacks, seeing the player from further away, and even enabling certain monsters to access new attacks. At even higher difficulties, the enchantment levels the monsters' weapons and armor increase as well.




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* ''Videogame/Minecraft'' surprisingly features a dynamic difficulty system in Survival mode that is separate to (but impacted by) the world difficulty. The longer a player stays in one location and the longer a certain world has been active, the more difficult the game gets. With each passing day-night cycle, the difficulty steps up a small amount. In time, this manifests itself in monsters having higher chances of spawning with armor, enchanted weapons, increased strength of certain attacks, seeing the player from further away, and even enabling certain monsters to access new attacks. At even higher difficulties, the enchantment levels the monsters' weapons and armor increase as well.

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A certain measure of Dynamic Difficulty is considered good design practice in tabletop (particularly board) games, as major principles of design are "Don't make a player think they're definitely going to lose" and "Don't make a player ''wish'' they'd lose ''as long as it happens right now and this stupid game is finally over''". As it is very easy to create an UnstableEquilibrium where gathering ressources leads to being able to gather more resources later on, many games consciously employ a headwind effect that subtly slows down the leading player by having them auto-targeted by certain attacks or by awarding benefits according to reverse placement.

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A certain measure of Dynamic Difficulty is considered good design practice in tabletop (particularly board) games, as major principles of design are "Don't make a player think they're definitely going to lose" and "Don't make a player ''wish'' they'd lose ''as long as it happens right now and this stupid game is finally over''". As it is very easy to create an UnstableEquilibrium where gathering ressources resources leads to being able to gather more resources later on, many games consciously employ a headwind effect that subtly slows down the leading player by having them auto-targeted by certain attacks or by awarding benefits according to reverse placement.


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* ''Minecraft'' surprisingly features a dynamic difficulty system in Survival mode that is separate to (but impacted by) the world difficulty. The longer a player stays in one location and the longer a certain world has been active, the more difficult the game gets. With each passing day-night cycle, the difficulty steps up a small amount. In time, this manifests itself in monsters having higher chances of spawning with armor, enchanted weapons, increased strength of certain attacks, seeing the player from further away, and even enabling certain monsters to access new attacks. At even higher difficulties, the enchantment levels the monsters' weapons and armor increase as well.
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* In ''VideoGame/TheSimpsonsHitAndRun'', cars that you're supposed to follow or stay close to drop below your max speed when you fall behind and climb above it when you get close. At the same time, cars that you're supposed to outrun or escape from do the opposite. This also gets less exaggerated as the game goes on to make the challenges more difficult as you progress through the game.

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* In ''VideoGame/TheSimpsonsHitAndRun'', cars that you're supposed to follow or stay close to drop below your max speed when you fall behind and climb above it when you get close. At the same time, cars that you're supposed to outrun or escape from do the opposite. This also gets less exaggerated as the game goes on to make the challenges more difficult as you progress through the game.
game. Similarly, after failing a challenge a couple of times it will subtly get easier by, for example, having other cars during races move a little more slowly.
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** In ''VideoGame/ResidentEvil4'', playing well will increase the amount of spawned enemies and improve their AI; conversely, playing poorly and dying often reduces the number of foes and disables most of their AI. Ammo and health item rarity is also affected by dying.

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** In ''VideoGame/ResidentEvil4'', playing well will increase the amount of spawned enemies and improve their AI; conversely, playing poorly and dying often reduces the number of foes and disables most of their AI. Ammo and health item rarity is also affected by dying.how well you are doing. If you are well stocked on ammo, it'll drop much less frequently, but if you are starved for ammo, it'll drop more frequently to help avoid making the game unwinnable.
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* Depending on which marriages you choose to pursue in ''VideoGame/PhantasyStarIII'', gameplay can have a difference of several hours, with different challenges being met between playthroughs. Having Rhys marry Lena will give his son Nial access to an artifact called Laya's Pendant, letting him and his own son (either Adan or Aron) skip dungeons connecting the worlds, while also fighting weaker monsters in the castle holding the Pendant. If Rhys marries Maia, his son Ayn goes questing in the opposite direction, so it's up to ''his'' son (Crys or Sean) to find the Pendant in a reasonably tougher dungeon. Adan and Aron also both start with an extra party member, while Crys and Sean both need to recruit Laya and Kara as part of their quest.
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* In ''VideoGame/TheSimpsonsHitAndRun'', cars that you're supposed to follow or stay close to drop below your max speed when you fall behind and climb above it when you get close. At the same time, cars that you're supposed to outrun or escape from do the opposite. This also gets less exaggerated as the game goes on to make the challenges more difficult as you progress through the game.
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** There are two notable exceptions to this system. The first is the Lynel and its allies that hang out in the Colosseum, who do gradually grow in strength, but their progression is linked to how many Divine Beasts you have freed, instead of enemies defeated. The second is the Yiga Clan, who instead get a strength upgrade after a story event ([[spoiler:specifically, returning the Thunderhelm to Riju]]).

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** There are two notable exceptions to this system. The first is the Lynel and its allies that hang out in the Colosseum, who do gradually grow in strength, but their progression is linked to how many Divine Beasts you have freed, instead of enemies defeated. The second is the Yiga Clan, who instead get a strength upgrade after a story event ([[spoiler:specifically, returning (specifically, [[spoiler:returning the Thunderhelm to Riju]]).
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** There are two notable exceptions to this system. The first is the Lynel and its allies that hang out in the Colosseum, who do gradually grow in strength, but their progression is linked to how many Divine Beasts you have freed, instead of enemies defeated. The second is the Yiga Clan, who instead get a strength upgrade due to a story event ([[spoiler:specifically after returning the Thunderhelm to Riju]]).

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** There are two notable exceptions to this system. The first is the Lynel and its allies that hang out in the Colosseum, who do gradually grow in strength, but their progression is linked to how many Divine Beasts you have freed, instead of enemies defeated. The second is the Yiga Clan, who instead get a strength upgrade due to after a story event ([[spoiler:specifically after ([[spoiler:specifically, returning the Thunderhelm to Riju]]).

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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' implements a system that gradually increases the value of both enemies and weapon pickups as you progress through the game. For an explanation of how it works:
** When an enemy dies via any means, it will provide points towards a hidden ExperiencePoints counter; this happens until 10 enemies of that specific type are killed, after which that enemy type will no longer contribute points when killed. After earning enough collective points, a certain enemy type will be upgraded to their next available level, and this will apply to every enemy on the map that is not specifically tagged to avoid the enemy scaling system. There are 11 levels in total, which you complete after earning 1200.2 points; roughly equivalent to 120 Lynels for perspective.
** There are two notable exceptions to this system. The first is the Lynel and its allies that hang out in the Colosseum, who do gradually grow in strength, but their progression is linked to how many Divine Beasts you have freed, instead of enemies defeated. The second is the Yiga Clan, who instead get a strength upgrade due to a story event ([[spoiler:specifically after returning the Thunderhelm to Riju]]).
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** Those are just outlying elements of his style (perhaps a result of working things out), but his style generally punishes typical shmup habits (hording bombs/lives, grabbing all power ups, firing at all time), but people found that by stragetically dying at times (often down to almost no lives left), they can keep it manageable. That and bombs are used to score well (to get more lives to strategically lose). While not super popular, his style of games has a cult following.

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** Some side quests also scale themselves based on your level so that no matter what level you are, you're given the right amount of challenge and EXP rewards. This is handy for when you are leveling multiple classes.


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** ''VideoGame/ResidentEvil2Remake'' follows a similar difficulty dynamic with the previous games. Aside from the general difficulty settings (Easy, normal, and hard), the game also fine tunes the current difficulty based on your performance. Doing well and conserving ammo will have enemies become more resilient and ammo pickups will yield less bullets. Getting injured a lot and/or running out of ammo will have enemies do less damage, become easier to kill, and ammo pickups give more rounds. Dying also lowers the difficulty some and dying too much will have the game offer the chance to permanently drop the difficulty by one level; if you died a lot on normal for example, you can choose to switch the difficulty to easy.
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* CPU-controlled [[MechaMook Jugger]] from ''[[VideoGame/AdvanceWars Advance Wars: Dual Strike]]'' has this as part of his C.O. Power "Overclock", along with an increase to his [[LuckBasedMission positive and negative extremes of his luck modifiers]]. He has two separate AI scripts in the game, [[ArtificialStupidity a quite stupid one that he uses normally]], and a [[ArtificialBrilliance much smarter one]] that he follows when his power is active. Of course when you're playing as Jugger, all you get is the luck modifiers. [[CaptainObvious Your DS can't make you stupid when you're not using your CO's powers, after all]].

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* CPU-controlled [[MechaMook Jugger]] from ''[[VideoGame/AdvanceWars Advance Wars: Dual Strike]]'' has this as part of his C.O. Power "Overclock", along with an increase to his [[LuckBasedMission positive and negative extremes of his luck modifiers]]. He has two separate AI scripts in the game, [[ArtificialStupidity a quite stupid one that he uses normally]], and a [[ArtificialBrilliance much smarter one]] that he follows when his power is active. Of course when you're playing as Jugger, all you get is the luck modifiers. [[CaptainObvious Your DS can't make you stupid when you're not using your CO's powers, after all]].
all.
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* Most games offer some sort of "mystery award" feature, which gives a random award - usually points, feature completions, or even lighting extra balls. If you're having a poor game, it's much more likely to award a lit extra ball -- on the other hand, don't expect more than a small point reward if you're doing well. In multi player games when not in competition mode it may give a player who behind in score better awards.

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* Most games offer some sort of "mystery award" feature, which gives a random award - usually points, feature completions, or even lighting extra balls. If you're having a poor game, it's much more likely to award a lit extra ball -- on the other hand, don't expect more than a small point reward if you're doing well. In multi player games multi-player games, when not in competition mode "competition mode", it may give a player who behind in score better awards.awards to players who are behind.
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* In ''VideoGame/MetalGearSolidVThePhantomPain'', enemy soldiers will adapt their tactics to counter yours. As you cause enemies trouble without being detected, they will begin to install surveillance cameras, proximity mines, and decoys to trip you up. If you use noise to distract and misdirect enemies, they will start ignoring any strange sounds they hear. If you go for headshots, they will wear sturdier helmets. Going for body shots? Body armor and riot shields. Fultoning enemies away? They will react more quickly and employ sharpshooters to take out any Fulton balloons. Prefer CQC? They'll bring in shotguns. And so on. The player can send soldiers from Mother Base on missions to disrupt the transport of tools used to get the better of you, but the enemies will start using those tools again after a while

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* In ''VideoGame/NeedForSpeed: [[VideoGame/NeedForSpeedMostWanted Most Wanted]]'', the AI's cars [[Main/RubberBandAI get faster the more races you win, and become slower when you lose one]]. Thus the easiest way to win races is to deliberately lose about every fifth race to keep the competitors' car speeds as low as one wants.

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* In ''VideoGame/NeedForSpeed: [[VideoGame/NeedForSpeedMostWanted Most Wanted]]'', the AI's cars [[Main/RubberBandAI [[RubberBandAI get faster the more races you win, and become slower when you lose one]]. Thus the easiest way to win races is to deliberately lose about every fifth race to keep the competitors' car speeds as low as one wants.



* ''VideoGame/GranTurismo 4'' uses "[[BraggingRightsReward A-Spec Points]]" to encourage you to choose slower, less powerful cars to win the race: the more powerful your car is, the smaller your score will be. If, for example, you manage to win against a squad of sleek German machines with a puny little Pontiac Sunfire, you'll win 200 points; but if you win the race with the superpowered Polyphony Formula Gran Turismo, you'll win 1 single point. However, A-Spec points aren't a reliable method of judging difficulty, as the game seems to mainly base the point levels on your car's specs relative to the AI, and it's possible to get easy 200 point races in vehicles such as the Suzuki GSX-R/4, which much less powerful than most supercars but is good handling and very light.

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* ''VideoGame/GranTurismo 4'' uses "[[BraggingRightsReward A-Spec Points]]" to encourage you to choose slower, less powerful cars to win the race: the more powerful your car is, the smaller your score will be. If, for example, you manage to win against a squad of sleek German machines with a puny little Pontiac Sunfire, you'll win 200 points; but if you win the race with the superpowered Polyphony Formula Gran Turismo, you'll win 1 single point. However, A-Spec points aren't a reliable method of judging difficulty, as the game seems to mainly base the point levels on your car's specs relative to the AI, and it's possible to get easy 200 point races in vehicles such as the Suzuki GSX-R/4, which is much less powerful than most supercars but is good handling and very light.



* ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'' borrows from ''VideoGame/KidIcarusUprising'' the system of using currency to increase the single-player mode's difficulty level. The more coins the player wagers before beginning, the more difficult the battles, but the more valuable the prizes for victory. Losing causes the difficulty to be reduced by one half of a level, as well as costing some of the initial wager and a few prizes that had been won. Higher difficulties are required to face the TrueFinalBoss, who takes on more forms depending on the difficulty level.

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* ''VideoGame/SuperSmashBros'' began using this in its later installments.
**
''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'' borrows from ''VideoGame/KidIcarusUprising'' the system of using currency to increase the single-player mode's difficulty level. The more coins the player wagers before beginning, the more difficult the battles, but the more valuable the prizes for victory. Losing causes the difficulty to be reduced by one half of a level, as well as costing some of the initial wager and a few prizes that had been won. Higher difficulties are required to face the TrueFinalBoss, who takes on more forms depending on the difficulty level.
** ''VideoGame/SuperSmashBrosUltimate'' will increase the difficulty of Classic Mode based on how well you perform in the previous match. The higher the difficulty gets, the more items you earn and the more points you get upon completion. The difficulty also takes a drop if you lose and pay coins to replay. If you want the reward for beating it on 9.9 difficulty, that means you can never lose a life while doing extremely well on almost every fight.






* ''VideoGame/{{beatmania}} IIDX'' has Step Up mode. First, your current [[KyuAndDanRanks dan rank]] dicatates the initial pool of charts you get to play; the higher your rank, the harder the songs you'll start with. Second, as you clear songs, the the game gives you harder charts to play, while failing songs will decrease the difficulty of charts allowed. To accomodate this feature, Step Up guarantees three stages, even if you fail your first two.

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* ''VideoGame/{{beatmania}} IIDX'' has Step Up mode. First, your current [[KyuAndDanRanks dan rank]] dicatates the initial pool of charts you get to play; the higher your rank, the harder the songs you'll start with. Second, as you clear songs, the the game gives you harder charts to play, while failing songs will decrease the difficulty of charts allowed. To accomodate accommodate this feature, Step Up guarantees three stages, even if you fail your first two.


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* ''[[VideoGame/LegoAdaptationGame Lego Star Wars II]]'', ''Indiana Jones'', and ''Batman'' feature "Adaptive Difficulty" which merely affects the amount of {{Lego}} studs you lose upon death depending on how well you play, which can go up to a very high amount.

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* ''[[VideoGame/LegoAdaptationGame Lego Star Wars II]]'', ''Indiana Jones'', and ''Batman'' feature "Adaptive Difficulty" which merely affects the amount of {{Lego}} Franchise/{{Lego}} studs you lose upon death depending on how well you play, which can go up to a very high amount.
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* Games in the ''Franchise/CrashBandicoot'' series will often disable environmental hazards and/or move checkpoints if a player dies too often on one particular obstacle.

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* Games in the ''Franchise/CrashBandicoot'' ''VideoGame/CrashBandicoot'' series will often disable environmental hazards and/or move checkpoints if a player dies too often on one particular obstacle.
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* ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'' borrows from ''VideoGame/KidIcarusUprising'' the system of using currency to increase the single-player mode's difficulty level. The more coins the player wagers before beginning, the more difficult the battles, but the more valuable the prizes for victory. Losing causes the difficulty to be reduced by one half of a level, as well as costing some of the initial wager and a few prizes that had been won. Higher difficulties are required to face the TrueFinalBoss, who takes on more forms depending on the difficulty level.
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* In academic institutions, grading "curves" are these; the instructor may adjust the score requirements for each letter grade based on how well their performances are doing, usually if they feel that they were initially too hard on their students.

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* In academic institutions, grading "curves" are these; the instructor may adjust the score requirements for each letter grade based on how well their performances students are doing, usually if they feel that they were initially too hard on their students.
Is there an issue? Send a MessageReason:
None

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* In academic institutions, grading "curves" are these; the instructor may adjust the score requirements for each letter grade based on how well their performances are doing, usually if they feel that they were initially too hard on their students.

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