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.

Optimization · Light / Casual
A short visual-novel prequel testing little beyond attention to its story.

Variance · Light / Casual
An exploration of narrative branches that deliberately tests nothing.
Ghostwire: Tokyo - Prelude: The Corrupted Casefile leans Optimization (Light / Casual); The Stanley Parable leans Variance (Light / Casual).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Ghostwire: Tokyo - Prelude: The Corrupted Casefile
Reading and choosing requires no dexterity
The Stanley Parable
Walking is the only input
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Ghostwire: Tokyo - Prelude: The Corrupted Casefile
A fixed authored story, no adversary
The Stanley Parable
The narrator is a script, however much he pretends otherwise
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Ghostwire: Tokyo - Prelude: The Corrupted Casefile
Branch outcomes are hidden until first read
The Stanley Parable
Endings are hidden information until you wander into them
Ghostwire: Tokyo - Prelude: The Corrupted Casefile leans a little harder on optimization, though the gap is small.
Ghostwire: Tokyo - Prelude: The Corrupted Casefile
Minor choice-tracking, mostly linear
The Stanley Parable
Finding all branches is a trivial checklist
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.
full breakdown
Ghostwire: Tokyo - Prelude: The Corrupted Casefile →
full breakdown
The Stanley Parable →