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 · Practiced Mastery
A power-fantasy sandbox that mostly tests collection routing and casual shooting.

Optimization · Practiced Mastery
Open-ended stealth sandbox built on base-building and adaptive AI.
Crackdown 3 leans Optimization (Practiced Mastery); Metal Gear Solid V: The Phantom Pain leans Optimization (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Crackdown 3
Aim and traversal matter but generous powers forgive sloppiness
Metal Gear Solid V: The Phantom Pain
Stealth and shooting inputs both matter.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Crackdown 3
PvP Wrecking Zone adds light prediction; campaign foes are scripted
Metal Gear Solid V: The Phantom Pain
Guards adapt loadouts across missions, light modeling.
Metal Gear Solid V: The Phantom Pain leans a little harder on variance, though the gap is small.
Crackdown 3
Open-world enemy placement is fixed once explored
Metal Gear Solid V: The Phantom Pain
Patrols, weather, supply drops randomize runs.
Metal Gear Solid V: The Phantom Pain leans a little harder on optimization, though the gap is small.
Crackdown 3
Orb routing and skill-leveling order drive progression efficiency
Metal Gear Solid V: The Phantom Pain
Mother Base, loadouts, fulton economy deeply solvable.
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.