head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is reads, and it is a single point.

Variance · Systems & Chaos
Gacha RPG where players summon historical heroes for turn-based card battles.

Variance · Systems & Chaos
A cooperative horror investigation about identifying a randomised ghost from evidence.
Fate/Grand Order leans Variance (Systems & Chaos); Phasmophobia leans Variance (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Fate/Grand Order
Tap-based turn commands, no dexterity test
Phasmophobia
Minimal aiming; you just walk and use tools.
Phasmophobia leans a little harder on reads, though the gap is small.
Fate/Grand Order
Enemies are fully scripted
Phasmophobia
Ghost behaviour is randomised, not adaptive to you.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Fate/Grand Order
Gacha pulls and card draws dominate outcomes
Phasmophobia
Ghost type and evidence rolls are hidden each contract.
Fate/Grand Order leans a little harder on optimization, though the gap is small.
Fate/Grand Order
Team comps, NP timing, and event farming routes
Phasmophobia
Evidence trees and equipment loadouts are solvable checklists.
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.