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

Optimization · Pure Optimization
A narrative RPG that tests knowledge of its philosophical systems and dialogue trees more than any combat skill.

Optimization · Pure Optimization
Team construction and matchup optimization through a scripted gym campaign.
Planescape: Torment leans Optimization (Pure Optimization); Pokémon Shield 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.
Planescape: Torment
Combat is deemphasised; the game is built to be avoided or trivial
Pokémon Shield
Menu battles demand no dexterity
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Planescape: Torment
NPCs are scripted personalities; no adaptive opponent exists
Pokémon Shield
Gym trainers are scripted; ranked battling is a side pursuit
Pokémon Shield leans a little harder on variance, though the gap is small.
Planescape: Torment
Some dialogue outcomes and item discoveries are hidden until explored
Pokémon Shield
Wild area spawns, raids and catch rolls are RNG
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Planescape: Torment
Stat allocation, dialogue routing and companion management reward system mastery
Pokémon Shield
Team building and Dynamax matchup math are the core
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.