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

Optimization · Practiced Mastery
Open-world superagent sandbox about leveling skills and hunting 500 agility orbs.

Execution · Practiced Mastery
An open-world samurai adventure trading honor for guerrilla tactics across feudal Tsushima.
Crackdown leans Optimization (Practiced Mastery); Ghost of Tsushima leans Execution (Practiced Mastery).
Ghost of Tsushima leans a little harder on execution, though the gap is small.
Crackdown
Aim, driving, and rooftop leaping
Ghost of Tsushima
Parry and stance timing carry duels and standoffs
Ghost of Tsushima leans a little harder on reads, though the gap is small.
Crackdown
Gangs are static spawn sets
Ghost of Tsushima
Mongol AI is scripted, not adaptive
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Crackdown
Fixed world with placed collectibles
Ghost of Tsushima
Encounters are largely deterministic
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Crackdown
Skill-orb routing and boss order planning
Ghost of Tsushima
Stance matchups, charms, and gear are solvable systems
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.