head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, 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 short visual-novel prequel testing little beyond attention to its story.
Emily is Away leans Variance (Light / Casual); Ghostwire: Tokyo - Prelude: The Corrupted Casefile 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
Typing gibberish renders to dialogue automatically
Ghostwire: Tokyo - Prelude: The Corrupted Casefile
Reading and choosing requires no dexterity
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
Ghostwire: Tokyo - Prelude: The Corrupted Casefile
A fixed authored story, no adversary
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Emily is Away
Outcomes hidden on first playthrough
Ghostwire: Tokyo - Prelude: The Corrupted Casefile
Branch outcomes are hidden until first read
Ghostwire: Tokyo - Prelude: The Corrupted Casefile leans a little harder on optimization, though the gap is small.
Emily is Away
Branch mapping reveals the fixed ending logic
Ghostwire: Tokyo - Prelude: The Corrupted Casefile
Minor choice-tracking, mostly linear
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.