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
Player-driven economy management across resource chains and market trades.

Optimization · Pure Optimization
A narrative RPG that tests knowledge of its philosophical systems and dialogue trees more than any combat skill.
MegaWorld leans Optimization (Pure Optimization); Planescape: Torment leans Optimization (Pure Optimization).
Planescape: Torment leans a little harder on execution, though the gap is small.
MegaWorld
Menu-driven building with no physical demand
Planescape: Torment
Combat is deemphasised; the game is built to be avoided or trivial
MegaWorld leans a little harder on reads, though the gap is small.
MegaWorld
Open-market trading against players adds light prediction
Planescape: Torment
NPCs are scripted personalities; no adaptive opponent exists
Planescape: Torment leans a little harder on variance, though the gap is small.
MegaWorld
Market swings carry some hidden information
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.
MegaWorld
Resource chains and placement economics are the core test
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.