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
An interactive novel that tests narrative attention more than any game skill.

Variance · Light / Casual
An interactive story that tests emotional choice, not skill.
Ken Follett's The Pillars of the Earth leans Optimization (Light / Casual); The Walking Dead 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.
Ken Follett's The Pillars of the Earth
Point-and-click input has no physical ceiling
The Walking Dead
Quick-time prompts are forgiving and rarely fail the story
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Ken Follett's The Pillars of the Earth
Branching story characters follow scripts, not minds
The Walking Dead
No opponent - characters follow the script
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Ken Follett's The Pillars of the Earth
Choice outcomes are unknown on a first playthrough
The Walking Dead
Branch outcomes are hidden on a first playthrough only
Ken Follett's The Pillars of the Earth leans a little harder on optimization, though the gap is small.
Ken Follett's The Pillars of the Earth
Puzzles are sparse and single-solution
The Walking Dead
Choices barely gate progress; nothing meaningful to solve
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.