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
Building an Australian outback town by solving its licence-gated crafting progression and visitor systems.

Optimization · Pure Optimization
Classic open-world RPG where stats and broken crafting systems trump twitch skill.
Dinkum leans Optimization (Systems & Chaos); The Elder Scrolls III: Morrowind 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.
Dinkum
Hunting and combat have light timing demands
The Elder Scrolls III: Morrowind
Dice-roll combat ignores aim skill
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Dinkum
Animals and NPCs use scripted, predictable behaviour
The Elder Scrolls III: Morrowind
No adaptive opposition
Dinkum leans a little harder on variance, though the gap is small.
Dinkum
Resource deposits and visiting merchant stock introduce moderate RNG
The Elder Scrolls III: Morrowind
Hit chances rolled behind the screen
The Elder Scrolls III: Morrowind leans a little harder on optimization, though the gap is small.
Dinkum
Town development, licence unlocks, and resource routing are solvable
The Elder Scrolls III: Morrowind
Alchemy and spellcrafting are famously 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.