head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Execution · Practiced Mastery
An open-world samurai adventure trading honor for guerrilla tactics across feudal Tsushima.

Execution · Practiced Mastery
An action adventure rewarding combat timing against scripted boss patterns.
Ghost of Tsushima leans Execution (Practiced Mastery); God of War Ragnarok 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
Parry and stance timing carry duels and standoffs
God of War Ragnarok
Parry timing and combo execution in combat
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Ghost of Tsushima
Mongol AI is scripted, not adaptive
God of War Ragnarok
Bosses use fixed movesets
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Ghost of Tsushima
Encounters are largely deterministic
God of War Ragnarok
Negligible randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Ghost of Tsushima
Stance matchups, charms, and gear are solvable systems
God of War Ragnarok
Build choices and moveset mastery solve bosses
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.