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 · Systems & Chaos
An ARPG loot grind about chasing affix rolls to feed a damage-stack build.

Optimization · Pure Optimization
A zombie survival sim where long-term planning outweighs moment-to-moment skill.
Diablo IV leans Optimization (Systems & Chaos); Project Zomboid 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.
Diablo IV
Clicking and dodging are light; gear carries you.
Project Zomboid
Combat is deliberate; precision matters but is slow.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Diablo IV
Enemies and bosses are scripted; no adaptive opponent.
Project Zomboid
Zombies follow scripted behaviour; no adaptation.
Diablo IV leans a little harder on variance, though the gap is small.
Diablo IV
Loot rolls, affixes, and uniques drive every session.
Project Zomboid
Loot spawns and zombie distributions randomized.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Diablo IV
Paragon, aspects, and damage buckets are solvable theorycraft.
Project Zomboid
Skill grinding, base setup, and routing define survival.
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.