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

Optimization · Pure Optimization
An open-world RPG mostly about discovering and stacking exploitable progression systems.
Death Stranding: Director's Cut leans Optimization (Pure Optimization); The Elder Scrolls V: Skyrim leans Optimization (Pure Optimization).
Death Stranding: Director's Cut leans a little harder on execution, though the gap is small.
Death Stranding: Director's Cut
Balance management over terrain takes constant light input
The Elder Scrolls V: Skyrim
Combat is forgiving; aim and timing rarely punish you.
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
The Elder Scrolls V: Skyrim
Enemy AI is scripted and exploitable; not adaptive.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Death Stranding: Director's Cut
Timefall and terrain hazards are mappable once seen
The Elder Scrolls V: Skyrim
Loot tables and leveled lists inject mild randomness.
Death Stranding: Director's Cut leans a little harder on optimization, though the gap is small.
Death Stranding: Director's Cut
Route planning, load balancing and infrastructure ARE the game
The Elder Scrolls V: Skyrim
Skill stacking, enchant loops, and exploits are 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.