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
Logistics as gameplay - planning routes and cargo loads across hostile terrain.

Optimization · Pure Optimization
Sequel RPG where scarce learning points make build planning brutally consequential.
Death Stranding: Director's Cut leans Optimization (Pure Optimization); Gothic II 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.
Death Stranding: Director's Cut
Balance management over terrain takes constant light input
Gothic II
Directional melee timing against tough fauna
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Death Stranding: Director's Cut
BTs and MULEs follow predictable scripted behaviours
Gothic II
No adaptive opposition
Gothic II leans a little harder on variance, though the gap is small.
Death Stranding: Director's Cut
Timefall and terrain hazards are mappable once seen
Gothic II
First-run surprises until the island is mapped
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Death Stranding: Director's Cut
Route planning, load balancing and infrastructure ARE the game
Gothic II
Strict learning-point economy rewards ruthless planning
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.