head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Optimization · Light / Casual
A gentle daily-life village sim about decorating, collecting, and chatting with animal neighbors.

Optimization · Light / Casual
A short visual-novel prequel testing little beyond attention to its story.
Animal Crossing: New Leaf leans Optimization (Light / Casual); Ghostwire: Tokyo - Prelude: The Corrupted Casefile leans Optimization (Light / Casual).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Animal Crossing: New Leaf
No dexterity demands beyond menu navigation
Ghostwire: Tokyo - Prelude: The Corrupted Casefile
Reading and choosing requires no dexterity
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Animal Crossing: New Leaf
No opponents at all
Ghostwire: Tokyo - Prelude: The Corrupted Casefile
A fixed authored story, no adversary
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Animal Crossing: New Leaf
Daily RNG visitors, fossils, turnip prices
Ghostwire: Tokyo - Prelude: The Corrupted Casefile
Branch outcomes are hidden until first read
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Animal Crossing: New Leaf
Turnip market and town planning lightly reward optimizing
Ghostwire: Tokyo - Prelude: The Corrupted Casefile
Minor choice-tracking, mostly linear
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.
full breakdown
Animal Crossing: New Leaf →
full breakdown
Ghostwire: Tokyo - Prelude: The Corrupted Casefile →