head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Optimization · Systems & Chaos
Learning scripted ghost encounter rules through trial and error.

Optimization · Systems & Chaos
Interactive horror drama where dialogue choices and QTEs decide who survives the night.
DreadOut leans Optimization (Systems & Chaos); The Quarry 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.
DreadOut
Aiming the phone camera is undemanding
The Quarry
QTE prompts are the only dexterity test
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
DreadOut
Ghosts follow scripted encounter logic
The Quarry
No adaptive opposition, only branching scripts
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
DreadOut
Ghost behaviour is unknown until encountered, then fixed
The Quarry
Hidden branch logic surprises until paths are mapped
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
DreadOut
Each ghost has a learnable camera counter-strategy
The Quarry
Choice outcomes converge to known survival routes
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.