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

Optimization · Pure Optimization
Legendary turn-based strategy of castle economies, hero armies, and tile-perfect logistics.

Optimization · Pure Optimization
A wrestling-promotion management sim testing booking, finance, and roster strategy.
Heroes of Might and Magic III leans Optimization (Pure Optimization); Total Extreme Wrestling 2013 leans Optimization (Pure Optimization).
Total Extreme Wrestling 2013 leans a little harder on execution, though the gap is small.
Heroes of Might and Magic III
Turn-based; zero dexterity
Total Extreme Wrestling 2013
Menu management, no physical input
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Heroes of Might and Magic III
Human multiplayer adds bluffing; AI is mappable
Total Extreme Wrestling 2013
Rival promotions react via simulation, not modeling you directly
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Heroes of Might and Magic III
Map fog, creature banks, and morale rolls
Total Extreme Wrestling 2013
Match ratings and pop swings carry simulation randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Heroes of Might and Magic III
Hero chains, build orders, and combat math are deeply solvable
Total Extreme Wrestling 2013
Booking, finances and roster strategy define success
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.