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 · Light / Casual
An interactive story testing nothing mechanical - it is about the feelings.

Optimization · Light / Casual
A first-person mystery about a fire lookout in a Wyoming forest.
Emily is Away <3 leans Variance (Light / Casual); Firewatch leans Optimization (Light / Casual).
Firewatch leans a little harder on execution, though the gap is small.
Emily is Away <3
Typing flavour text that autocompletes
Firewatch
Walking and radio dialogue only.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Emily is Away <3
Scripted characters with fixed branching responses
Firewatch
No adaptive opposition.
Emily is Away <3 leans a little harder on variance, though the gap is small.
Emily is Away <3
Outcomes hidden only on first playthrough
Firewatch
Minor environmental discoveries.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Emily is Away <3
Branch map is small and quickly solvable
Firewatch
Few systems to optimize.
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.