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 · Systems & Chaos
Managing dice-roll risk across randomly generated maps with careful party planning.

Optimization · Systems & Chaos
Planning movement and resource routes across randomised wilderness weather against condition decay.
For the King leans Variance (Systems & Chaos); The Long Dark leans Optimization (Systems & Chaos).
The Long Dark leans a little harder on execution, though the gap is small.
For the King
Turn-based slot rolls need no dexterity
The Long Dark
Rifle aim and wolf struggles need minimal twitch
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
For the King
Enemies follow simple deterministic combat AI
The Long Dark
Wildlife behaves via scripted threat logic, not player modelling
For the King leans a little harder on variance, though the gap is small.
For the King
Dice-roll combat and random maps dominate single runs
The Long Dark
Blizzard timing, condition decay, and loot spawns are heavily random
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
For the King
Focus economy, routing and loadout play beat the odds
The Long Dark
Route planning, calorie budgeting, and item condition management are solvable
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.