head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is reads, and it is a single point.

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

Execution · Practiced Mastery
A grounded medieval RPG where sword timing and skill planning both matter.
Ghost of Tsushima: Director's Cut leans Execution (Practiced Mastery); Kingdom Come: Deliverance leans Execution (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Ghost of Tsushima: Director's Cut
Parry and stance timing carry duels on harder difficulties
Kingdom Come: Deliverance
Directional sword combat, real timing needed
Kingdom Come: Deliverance 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
Kingdom Come: Deliverance
Enemy AI somewhat reactive in duels
Kingdom Come: Deliverance leans a little harder on variance, though the gap is small.
Ghost of Tsushima: Director's Cut
Open world is authored; little meaningful randomness
Kingdom Come: Deliverance
Skill checks and durability rolls
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Ghost of Tsushima: Director's Cut
Stance matchups, charms and gear form a solvable system
Kingdom Come: Deliverance
Skill trees, alchemy, gear upkeep planning
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.