head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is reads, and it is a single point.

Optimization · Pure Optimization
A grand tactical RPG where deep class and alignment optimization against scripted enemy formations defines mastery.

Optimization · Pure Optimization
An original RPG system where engagement optimization and passive-stacking theory dominate hard-mode encounters.
Ogre Battle 64 leans Optimization (Pure Optimization); Pillars of Eternity 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.
Ogre Battle 64
Real-time unit marching is automatic; player input minimal
Pillars of Eternity
Real-time-with-pause removes all twitch pressure from the player
Pillars of Eternity leans a little harder on reads, though the gap is small.
Ogre Battle 64
Enemy leaders scripted; no adaptive AI
Pillars of Eternity
All AI opponents use fixed scripted behaviour trees
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Ogre Battle 64
Unit encounter randomness and morale swings add moderate variance
Pillars of Eternity
Hidden enemy immunities and ability distributions require investigation
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Ogre Battle 64
Unit class configuration, formation, and alignment routing are the dominant system
Pillars of Eternity
Per-encounter ability management and passive stacking define trial-of-iron 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.