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.

Variance · Systems & Chaos
Building a psyche and gaming dice checks through a dense authored narrative.

Optimization · Systems & Chaos
Turn-based dungeon crawling testing resource management against randomised floors.
Disco Elysium: The Final Cut leans Variance (Systems & Chaos); Pokémon Mystery Dungeon: Gates to Infinity leans Optimization (Systems & Chaos).
Pokémon Mystery Dungeon: Gates to Infinity leans a little harder on execution, though the gap is small.
Disco Elysium: The Final Cut
Pure reading and clicking, no physical layer
Pokémon Mystery Dungeon: Gates to Infinity
Turn-based grid moves involve no dexterity
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Disco Elysium: The Final Cut
Every character responds along authored branches
Pokémon Mystery Dungeon: Gates to Infinity
Dungeon Pokémon follow simple rules, never adapt
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Disco Elysium: The Final Cut
Dice checks and hidden thresholds gate outcomes
Pokémon Mystery Dungeon: Gates to Infinity
Random floor layouts and item spawns vary each delve
Pokémon Mystery Dungeon: Gates to Infinity leans a little harder on optimization, though the gap is small.
Disco Elysium: The Final Cut
Skill builds and check preparation are the solvable layer
Pokémon Mystery Dungeon: Gates to Infinity
Team builds and item management converge to known strategies
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
Disco Elysium: The Final Cut →
full breakdown
Pokémon Mystery Dungeon: Gates to Infinity →