head to head
Detroit: Become Human asks more than Gone Home, and the gap is execution.

Optimization · Light / Casual
A branching story that tests choice exploration more than any skill.

Optimization · Light / Casual
A first-person exploration about returning to an empty family home.
Detroit: Become Human leans Optimization (Light / Casual); Gone Home leans Optimization (Light / Casual).
Detroit: Become Human leans clearly harder on execution.
Detroit: Become Human
Quick-time events demand only basic reaction timing
Gone Home
Pure walking and inspection.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Detroit: Become Human
Branching script, no adaptive adversary
Gone Home
No opponents.
Detroit: Become Human leans a little harder on variance, though the gap is small.
Detroit: Become Human
Branch consequences are hidden information until explored
Gone Home
Notes and items are fixed.
Detroit: Become Human leans a little harder on optimization, though the gap is small.
Detroit: Become Human
Flowchart completion is a light solvable puzzle
Gone Home
Order of discovery hardly matters.
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.