Lilith was a bit confused: "Reversed… Dynamic Difficulty?"
It had to be said, the idea Qin Fengliang brought up was indeed novel and indeed a direction Lilith had never considered before.
Players of different levels indeed have different demands for the difficulty of games.
For less skilled players, if they keep suffering in the game, their demand would surely be for the game to become a bit easier so that they can smoothly finish, and not be stuck at a critical node unable to move forward.
Conversely, for skilled players, the current difficulty poses no challenge, and they would hope for the games to become harder, to further unlock their potential against tougher bosses or more stringent mechanisms.
The traditional Dynamic Difficulty Mechanism actually aims to satisfy these two different demands simultaneously.
Put simply, it always provides players with a certain level of challenge.