head to head
God of War (2005) asks more than The Witcher 3: Wild Hunt, and the gap is execution.

Execution · Practiced Mastery
Brutal Greek-myth spectacle brawler where Kratos chains blades through gods and QTE set pieces.

Optimization · Practiced Mastery
A narrative action RPG where build planning matters more than reflex execution.
God of War (2005) leans Execution (Practiced Mastery); The Witcher 3: Wild Hunt leans Optimization (Practiced Mastery).
God of War (2005) leans clearly harder on execution.
God of War (2005)
Blade combos, parries, and QTEs reward clean inputs
The Witcher 3: Wild Hunt
Combat timing matters but generous dodges forgive sloppy play.
The Witcher 3: Wild Hunt leans a little harder on reads, though the gap is small.
God of War (2005)
Mythic bosses run scripted phases
The Witcher 3: Wild Hunt
Enemies use fixed AI behaviours; no adaptation.
The Witcher 3: Wild Hunt leans a little harder on variance, though the gap is small.
God of War (2005)
Authored set pieces; nothing meaningful is hidden
The Witcher 3: Wild Hunt
Loot rolls and minor combat variance only.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
God of War (2005)
Orb economy, magic priorities, and boss patterns are solvable
The Witcher 3: Wild Hunt
Builds, alchemy, and quest routing reward 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.