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 · Systems & Chaos
A solo social-deduction loop where learning each crewmate's scripted personality to spot the Gnosia is the puzzle.

Optimization · Pure Optimization
A narrative RPG that tests knowledge of its philosophical systems and dialogue trees more than any combat skill.
Gnosia leans Optimization (Systems & Chaos); Planescape: Torment leans Optimization (Pure Optimization).
Planescape: Torment leans a little harder on execution, though the gap is small.
Gnosia
Social deduction via menus; no physical skill
Planescape: Torment
Combat is deemphasised; the game is built to be avoided or trivial
Gnosia leans a little harder on reads, though the gap is small.
Gnosia
NPC crew members have consistent personality models players can learn
Planescape: Torment
NPCs are scripted personalities; no adaptive opponent exists
Gnosia leans a little harder on variance, though the gap is small.
Gnosia
Random role and identity assignments drive each loop's uncertainty
Planescape: Torment
Some dialogue outcomes and item discoveries are hidden until explored
Planescape: Torment leans a little harder on optimization, though the gap is small.
Gnosia
Building a reliable tell-profile for every NPC to route true identities is solvable
Planescape: Torment
Stat allocation, dialogue routing and companion management reward system mastery
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.