head to head
Emily Is Away Too asks more than Firewatch, and the gap is variance.

Variance · Light / Casual
A branching chat story that tests curiosity about outcomes, not skill.

Optimization · Light / Casual
A first-person mystery about a fire lookout in a Wyoming forest.
Emily Is Away Too leans Variance (Light / Casual); Firewatch leans Optimization (Light / Casual).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Emily Is Away Too
Typing in a fake chat client takes no skill
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 Too
Characters follow branching scripts, not adaptive minds
Firewatch
No adaptive opposition.
Emily Is Away Too leans clearly harder on variance.
Emily Is Away Too
Branch outcomes are hidden until a route is played
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 Too
Mapping dialogue branches is the only system
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.