head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Optimization · Pure Optimization
An open-world party blobber where promotion paths and skill routing matter far more than aim.

Optimization · Pure Optimization
Exploiting the press-turn system through demon fusion and weakness math.
Might and Magic VII: For Blood and Honor leans Optimization (Pure Optimization); Shin Megami Tensei: Nocturne leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Might and Magic VII: For Blood and Honor
Pausable party combat; minimal dexterity.
Shin Megami Tensei: Nocturne
Turn-based menus carry zero dexterity demands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Might and Magic VII: For Blood and Honor
Enemies charge on fixed logic.
Shin Megami Tensei: Nocturne
Brutal bosses still run fixed scripts
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Might and Magic VII: For Blood and Honor
Loot rolls and unknown dungeon contents first time.
Shin Megami Tensei: Nocturne
Unknown boss gimmicks and fusion luck sting first attempts
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Might and Magic VII: For Blood and Honor
Class promotions, skill points, and routing are fully solvable.
Shin Megami Tensei: Nocturne
Press-turn exploitation and fusion planning decide everything
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
Might and Magic VII: For Blood and Honor →
full breakdown
Shin Megami Tensei: Nocturne →