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
Stylish JRPG where phantom thieves steal hearts on a tightly optimized school calendar.

Optimization · Pure Optimization
A text adventure testing puzzle deduction and mapping hidden dungeon logic.
Persona 5 leans Optimization (Pure Optimization); Zork III: The Dungeon Master leans Optimization (Pure Optimization).
Persona 5 leans a little harder on execution, though the gap is small.
Persona 5
Stylish menus, not reflexes
Zork III: The Dungeon Master
Typing commands has no physical ceiling
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Persona 5
Palace enemies use fixed weaknesses
Zork III: The Dungeon Master
No adaptive opponent anywhere in the dungeon
Zork III: The Dungeon Master leans a little harder on variance, though the gap is small.
Persona 5
Fusion alerts and negotiation rolls
Zork III: The Dungeon Master
Hidden rooms and timed events punish unmapped exploration
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Persona 5
Confidant calendar routing and baton-pass weakness chains
Zork III: The Dungeon Master
Puzzle solutions and routing are fully solvable with knowledge
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.