head to head
Doom (1993) asks more than Super Mario Odyssey, and the gap is variance.

Execution · Pure Mechanics
A test of fast, precise shooting and map navigation against scripted but relentless enemies.

Execution · Pure Mechanics
A 3D platformer whose joy lives in tight movement and capture-driven traversal.
Doom (1993) leans Execution (Pure Mechanics); Super Mario Odyssey leans Execution (Pure Mechanics).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Doom (1993)
Precise movement and shooting against relentless enemy pressure
Super Mario Odyssey
Precise platforming and capture-move tech ceiling.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Doom (1993)
Enemies follow scripted patrol and attack patterns, not adaptive
Super Mario Odyssey
No adaptive opponents whatsoever.
Doom (1993) leans clearly harder on variance.
Doom (1993)
Enemy placement is fixed but unknown on first run through levels
Super Mario Odyssey
Almost no randomness in level design.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Doom (1993)
Level routing and resource management determine survival efficiency
Super Mario Odyssey
Moon routes and movement tech learnable.
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.