head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, and it is a single point.

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

Optimization · Light / Casual
An interactive novel that tests narrative attention more than any game skill.
Detroit: Become Human leans Optimization (Light / Casual); Ken Follett's The Pillars of the Earth leans Optimization (Light / Casual).
Detroit: Become Human leans a little harder on execution, though the gap is small.
Detroit: Become Human
Quick-time events demand only basic reaction timing
Ken Follett's The Pillars of the Earth
Point-and-click input has no physical ceiling
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
Ken Follett's The Pillars of the Earth
Branching story characters follow scripts, not minds
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Detroit: Become Human
Branch consequences are hidden information until explored
Ken Follett's The Pillars of the Earth
Choice outcomes are unknown on a first playthrough
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Detroit: Become Human
Flowchart completion is a light solvable puzzle
Ken Follett's The Pillars of the Earth
Puzzles are sparse and single-solution
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.