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 · Pure Mechanics
Pure aim and movement skill tested against adaptive human opponents competing for spawn-cycle dominance.

Execution · Pure Mechanics
Classic WWII shooter whose objective-based multiplayer defined a genre.
Quake III Arena leans Execution (Pure Mechanics); Return to Castle Wolfenstein leans Execution (Pure Mechanics).
Quake III Arena leans a little harder on execution, though the gap is small.
Quake III Arena
Rail and rocket aim at speed is the entire game
Return to Castle Wolfenstein
Fast strafing and precise hitscan aim dominate duels
Quake III Arena leans a little harder on reads, though the gap is small.
Quake III Arena
Human opponents adapt their routes and timings in direct response
Return to Castle Wolfenstein
Multiplayer objective pushes hinge on outguessing human defense
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Quake III Arena
Spawn locations have mild randomness but are quickly mapped
Return to Castle Wolfenstein
Fixed objectives and scripted singleplayer enemies, little randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Quake III Arena
Armor and weapon timing routes are learnable and highly leveraged
Return to Castle Wolfenstein
Objective timings, class roles, and routes reward planning
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.