head to head
Ghost of Tsushima: Director's Cut asks more than Grand Theft Auto V, and the gap is optimization.

Execution · Practiced Mastery
Timing-based swordplay over a solvable stance-and-loadout system in an authored world.

Execution · Practiced Mastery
Sandbox crime playground spanning shooting, driving, and a persistent online economy.
Ghost of Tsushima: Director's Cut leans Execution (Practiced Mastery); Grand Theft Auto V leans Execution (Practiced Mastery).
Ghost of Tsushima: Director's Cut leans a little harder on execution, though the gap is small.
Ghost of Tsushima: Director's Cut
Parry and stance timing carry duels on harder difficulties
Grand Theft Auto V
Driving and shooting demand decent inputs.
Grand Theft Auto V leans a little harder on reads, though the gap is small.
Ghost of Tsushima: Director's Cut
Enemies telegraph from fixed scripts, never model you
Grand Theft Auto V
Online PvP exists but mostly gear/positioning, not modeling.
Grand Theft Auto V leans a little harder on variance, though the gap is small.
Ghost of Tsushima: Director's Cut
Open world is authored; little meaningful randomness
Grand Theft Auto V
Some mission and lobby randomness.
Ghost of Tsushima: Director's Cut leans clearly harder on optimization.
Ghost of Tsushima: Director's Cut
Stance matchups, charms and gear form a solvable system
Grand Theft Auto V
Heists, money loops, builds 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.