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.

Execution · Pure Mechanics
Push-forward arena FPS where movement and aim are the whole game.

Execution · Pure Mechanics
A physics-driven skateboarding game where analog trick execution precision is the entire skill dimension.
DOOM (2016) leans Execution (Pure Mechanics); Skate. leans Execution (Pure Mechanics).
Skate. leans a little harder on execution, though the gap is small.
DOOM (2016)
Aim, movement, glory-kill timing all peak.
Skate.
Flick-it controls for tricks demand precise analog stick timing
DOOM (2016) leans a little harder on reads, though the gap is small.
DOOM (2016)
Demons scripted attack patterns.
Skate.
No adaptive opponent in the trick-execution sandbox
Skate. leans a little harder on variance, though the gap is small.
DOOM (2016)
Minimal encounter randomness.
Skate.
Physics engine introduces mild chaos on complex terrain
DOOM (2016) leans a little harder on optimization, though the gap is small.
DOOM (2016)
Rune and weapon mod picks meaningful.
Skate.
Spot selection and trick sequencing for score chases have learnable optimal lines
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.