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

Optimization · Pure Optimization
A turn-based RPG where elemental surface interactions reward complete knowledge of combinatorial systems.

Optimization · Pure Optimization
A deep optimization puzzle solved through job combinations and CT-manipulation on fixed maps.
Divinity: Original Sin leans Optimization (Pure Optimization); Final Fantasy Tactics leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Divinity: Original Sin
Turn-based combat requires zero twitch; positioning is deliberate
Final Fantasy Tactics
No twitch; CT-tick positioning demands spatial planning only
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Divinity: Original Sin
AI opponents use scripted priorities with no player modelling
Final Fantasy Tactics
CPU job/action selection is fixed and fully predictable
Divinity: Original Sin leans a little harder on variance, though the gap is small.
Divinity: Original Sin
Elemental surface interactions contain hidden combinatorial space to discover
Final Fantasy Tactics
Random drops and some proc rates exist but rarely swing outcomes
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Divinity: Original Sin
Elemental chain combos and initiative manipulation are systemically solvable
Final Fantasy Tactics
Job mastery, ability stacking, and CT manipulation are near-perfectly 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.