head to head
Age of Mythology asks more than World in Conflict, and the gap is optimization.

Optimization · Mind & Math
An RTS where Greek, Norse, and Egyptian pantheons lend myth units and god powers to war.

Reads · Mind & Math
Cold-War-gone-hot tactical RTS with no base building, just role-based unit warfare and nukes.
Age of Mythology leans Optimization (Mind & Math); World in Conflict leans Reads (Mind & Math).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Age of Mythology
Standard RTS micro demands
World in Conflict
Fast tactical micro and ability timing under fire
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Age of Mythology
Human opponents and god-power timing bluffs
World in Conflict
Team multiplayer hinges on predicting enemy drops
Age of Mythology leans a little harder on variance, though the gap is small.
Age of Mythology
Fog of war and random maps
World in Conflict
Limited intel on enemy reinforcement choices
Age of Mythology leans clearly harder on optimization.
Age of Mythology
God choices and favor economy reward planning
World in Conflict
Unit counters and tactical-aid economy are learnable
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.