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.

Execution · Competitive PvP
Wii U minigame park whose asymmetric hide-and-seek modes shine with friends.

Execution · Pure Mechanics
Nine pointer-driven minigames bundled with a Wii Remote, from duck-hunt shooting to table tennis.
Nintendo Land leans Execution (Competitive PvP); Wii Play leans Execution (Pure Mechanics).
Wii Play leans a little harder on execution, though the gap is small.
Nintendo Land
Motion and GamePad dexterity across minigames
Wii Play
Pointer aim and timing carry shooting and ping-pong games
Nintendo Land leans a little harder on reads, though the gap is small.
Nintendo Land
Asymmetric chase games create real human mind-games
Wii Play
Two-player duels add slight mutual prediction
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Nintendo Land
Some random layouts and item spawns
Wii Play
Find Mii crowds and target spawns randomise lightly
Nintendo Land leans a little harder on optimization, though the gap is small.
Nintendo Land
Per-attraction tactics, mostly shallow
Wii Play
Minigames are too shallow to deeply optimise
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.