head to head
Command & Conquer: Red Alert 3 asks more than FIFA 22, and the gap is optimization.

Reads · Grand Arena
Three-faction Cold-War RTS with naval combat where faction asymmetry and multi-front pressure are the core tests.

Execution · Competitive PvP
Outplaying a human opponent through input precision and constant tactical guessing.
Command & Conquer: Red Alert 3 leans Reads (Grand Arena); FIFA 22 leans Execution (Competitive PvP).
FIFA 22 leans a little harder on execution, though the gap is small.
Command & Conquer: Red Alert 3
Naval and air micro alongside base-building taxes player bandwidth
FIFA 22
Perfect inputs win skill moves, timed finishing and defending
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Command & Conquer: Red Alert 3
Three-faction asymmetry means opponent choices must be constantly predicted
FIFA 22
Outguessing a human's passing and defensive habits is the edge
FIFA 22 leans a little harder on variance, though the gap is small.
Command & Conquer: Red Alert 3
Ore spawning and naval choke variance add moderate uncertainty
FIFA 22
Deflections, ref calls and pack luck inject real randomness
Command & Conquer: Red Alert 3 leans clearly harder on optimization.
Command & Conquer: Red Alert 3
Production order and defensive placement are learnable but more flexible
FIFA 22
Formations, tactics and squad building sit underneath the duel
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.