head to head
Super Mario Maker asks more than DOOM (2016), and the gap is variance.

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

Execution · Pure Mechanics
Player-made platforming gauntlets where precision execution meets unseen level design.
DOOM (2016) leans Execution (Pure Mechanics); Super Mario Maker 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 (2016)
Aim, movement, glory-kill timing all peak.
Super Mario Maker
Community kaizo levels push platforming precision to extremes
DOOM (2016) leans a little harder on reads, though the gap is small.
DOOM (2016)
Demons scripted attack patterns.
Super Mario Maker
Levels are static once built; nothing adapts
Super Mario Maker leans clearly harder on variance.
DOOM (2016)
Minimal encounter randomness.
Super Mario Maker
Unknown user levels are hidden information until attempted
DOOM (2016) leans a little harder on optimization, though the gap is small.
DOOM (2016)
Rune and weapon mod picks meaningful.
Super Mario Maker
Mastering tool tech and level conventions is 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.