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.

Optimization · Pure Optimization
A tactical RPG solved through long-horizon build and class planning.

Optimization · Pure Optimization
Plannable type-matchup progression through two regions of fixed trainers.
Fire Emblem: Three Houses leans Optimization (Pure Optimization); Pokémon SoulSilver Version leans Optimization (Pure Optimization).
Fire Emblem: Three Houses leans a little harder on execution, though the gap is small.
Fire Emblem: Three Houses
Menu-driven, no mechanical bar
Pokémon SoulSilver Version
Menu-driven battles have no physical component
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Fire Emblem: Three Houses
AI follows fixed aggression rules
Pokémon SoulSilver Version
Trainer AI is scripted; human battles are an optional sideline
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Fire Emblem: Three Houses
Hit rates and crit RNG affect runs
Pokémon SoulSilver Version
Catch rates, crits and encounters are bounded randomness
Fire Emblem: Three Houses leans a little harder on optimization, though the gap is small.
Fire Emblem: Three Houses
Class routing and build planning dominates
Pokémon SoulSilver Version
Team building against known gyms is fully plannable
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.