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
Sequel RPG where scarce learning points make build planning brutally consequential.

Optimization · Pure Optimization
Bigger battlefields and war machines scale the trap-corridor formula to thousand-orc sieges.
Gothic II leans Optimization (Pure Optimization); Orcs Must Die! 3 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.
Gothic II
Directional melee timing against tough fauna
Orcs Must Die! 3
War scenarios add active combat pressure
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Gothic II
No adaptive opposition
Orcs Must Die! 3
Fixed AI pathing, no adaptation
Gothic II leans a little harder on variance, though the gap is small.
Gothic II
First-run surprises until the island is mapped
Orcs Must Die! 3
Mission modifiers vary runs slightly
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Gothic II
Strict learning-point economy rewards ruthless planning
Orcs Must Die! 3
War machines and trap economics reward solved layouts
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.