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 · Pure Optimization
A warm, classic JRPG adventure with deep alchemy crafting.

Optimization · Pure Optimization
A text adventure testing puzzle deduction and mapping hidden dungeon logic.
Dragon Quest VIII: Journey of the Cursed King leans Optimization (Pure Optimization); Zork III: The Dungeon Master 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.
Dragon Quest VIII: Journey of the Cursed King
Turn-based menus, zero dexterity
Zork III: The Dungeon Master
Typing commands has no physical ceiling
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Dragon Quest VIII: Journey of the Cursed King
Monsters act on fixed logic
Zork III: The Dungeon Master
No adaptive opponent anywhere in the dungeon
Zork III: The Dungeon Master leans a little harder on variance, though the gap is small.
Dragon Quest VIII: Journey of the Cursed King
Battle RNG, drops, and casino luck
Zork III: The Dungeon Master
Hidden rooms and timed events punish unmapped exploration
Zork III: The Dungeon Master leans a little harder on optimization, though the gap is small.
Dragon Quest VIII: Journey of the Cursed King
Skill points, alchemy, and tension are optimizable
Zork III: The Dungeon Master
Puzzle solutions and routing are fully solvable with knowledge
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.
full breakdown
Dragon Quest VIII: Journey of the Cursed King →
full breakdown
Zork III: The Dungeon Master →