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
A nostalgic AIM-style chat story where dialogue choices steer a doomed friendship.

Optimization · Light / Casual
A first-person mystery about a fire lookout in a Wyoming forest.
Emily is Away leans Variance (Light / Casual); Firewatch leans Optimization (Light / Casual).
Firewatch leans a little harder on execution, though the gap is small.
Emily is Away
Typing gibberish renders to dialogue automatically
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
Emily is fully scripted
Firewatch
No adaptive opposition.
Emily is Away leans a little harder on variance, though the gap is small.
Emily is Away
Outcomes hidden 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
Branch mapping reveals the fixed ending logic
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.