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
Arcade driving gated by a randomised upgrade-card progression economy.

Execution · Practiced Mastery
Open-world racing MMO spanning a condensed United States.
Need for Speed: Payback leans Execution (Practiced Mastery); The Crew 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.
Need for Speed: Payback
Arcade handling and chase setpieces need decent hands
The Crew
car control across long cross-country races
The Crew leans a little harder on reads, though the gap is small.
Need for Speed: Payback
Cops and rivals run scripted pursuit logic
The Crew
PvP races involve mild positional mind games
Need for Speed: Payback leans a little harder on variance, though the gap is small.
Need for Speed: Payback
Speed-card upgrade rolls gate progression randomly
The Crew
traffic and open-world events add noise
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Need for Speed: Payback
Grinding efficient builds and routes is the systems layer
The Crew
car specs and route choice are tunable
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.