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

Optimization · Systems & Chaos
PS1 virtual-pet RPG where you raise, train, and evolve a Digimon whose growth follows hidden rules.

Optimization · Systems & Chaos
Planning movement and resource routes across randomised wilderness weather against condition decay.
Digimon World leans Optimization (Systems & Chaos); The Long Dark leans Optimization (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Digimon World
Light real-time battle nudging and timing
The Long Dark
Rifle aim and wolf struggles need minimal twitch
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Digimon World
No adaptive opponent anywhere
The Long Dark
Wildlife behaves via scripted threat logic, not player modelling
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Digimon World
Hidden evolution requirements and care mistakes dominate early play
The Long Dark
Blizzard timing, condition decay, and loot spawns are heavily random
Digimon World leans a little harder on optimization, though the gap is small.
Digimon World
Once requirements are mapped, raising becomes a solvable schedule
The Long Dark
Route planning, calorie budgeting, and item condition management are solvable
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.