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 first-person dungeon RPG testing party building and dungeon-mapping strategy.

Optimization · Pure Optimization
A free-form fantasy RPG where skill-leveling and spell-craft builds dominate.
Eye of the Beholder III: Assault on Myth Drannor leans Optimization (Pure Optimization); The Elder Scrolls IV: Oblivion 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.
Eye of the Beholder III: Assault on Myth Drannor
Real-time clicks matter but party-based, not twitch
The Elder Scrolls IV: Oblivion
Real-time swing and block, modest demand
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Eye of the Beholder III: Assault on Myth Drannor
Monsters follow scripted behavior
The Elder Scrolls IV: Oblivion
Scripted enemies
Eye of the Beholder III: Assault on Myth Drannor leans a little harder on variance, though the gap is small.
Eye of the Beholder III: Assault on Myth Drannor
AD&D dice rolls add randomness
The Elder Scrolls IV: Oblivion
Loot and level-scaling rolls
Eye of the Beholder III: Assault on Myth Drannor leans a little harder on optimization, though the gap is small.
Eye of the Beholder III: Assault on Myth Drannor
Party building, spell management and dungeon mapping lead
The Elder Scrolls IV: Oblivion
Skill leveling, spell crafting, exploit-prone builds
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
Eye of the Beholder III: Assault on Myth Drannor →
full breakdown
The Elder Scrolls IV: Oblivion →