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
Grinding random stone drops into stat loadouts that auto-battles then resolve.
Disco Elysium: The Final Cut leans Variance (Systems & Chaos); Pokémon Quest leans Optimization (Systems & Chaos).
Pokémon Quest leans a little harder on execution, though the gap is small.
Disco Elysium: The Final Cut
Pure reading and clicking, no physical layer
Pokémon Quest
Auto-battling needs only occasional taps
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 Quest
Wild cube Pokémon follow simple scripts
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 Quest
Cooking ingredients and stone drops are random
Pokémon Quest 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 Quest
Power stone loadouts and team stats decide expeditions
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.