When Auro's single-player matchmaking was first envisioned, I was psyched. It seemed to fix many traditional problems with videogames by providing a clear goal that scaled with the player's ability. Unfortunately, expectations have not met with reality. The dream is dead. In Greek mythology, Sisyphus was banished to hell and forced to repeatedly roll a boulder up a hill, only to have it roll back down again. Human beings hate seeing their efforts wasted, so it's a resonant tale. For a moment, put aside what you think of a grindy RPG where you try to get to level 100. Now, imagine a grindy RPG where you get to level 100, and the game immediately resets and puts you back at level 1. It's revolting. Single player matchmaking as implemented in Auro fails because the endgame is Sisyphean. You stabilise at a particular skill that bounces between two difficulties. The easier difficulty is just easy enough that you can beat it, while the harder difficulty is hard enough that you can't. So you slowly grind up your boulder to the higher difficulty, only to watch it roll back down again. It's excruciating. In this case, the player probably *can* grow his skill to the point where he can overcome the harder difficulty and climb out of his Sisyphean hellhole. But to do that, he has to spend at least half his time grinding the easier difficulty, to get a chance to practice the harder one. The player would almost certainly prefer to spend his time exclusively practising the harder difficulty, but the game does not let him, since it thinks it knows better. In practice, the single player matchmaking model has failed not just Auro, but a lot of Brain Good Games as well. Don't get me wrong - all of these games are still good, IMO, because they have other strong design characteristics. But this part, in particular, significantly hampers my enjoyment of all of them. I will play until I hit a difficulty I can't beat, then immediately quit. It's become such a common pattern that I'm beginning to quit before that happens! I'm unsure what the best style of single player matchmaking is, but I am fairly sure it can only move *forward*, not backwards. Personally, I would recommend copying Hearthstone's arena mode. Here's a possible implementation: - Players start at difficulty 1. - They push a button called "start campaign", where they play a series of games. - At 3 losses, they die, and must start over at the same difficulty. - If they get 9 (or 12?) wins before they get 3 losses, they advance to difficulty 2.