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

Optimization · Pure Optimization
Classic open-world RPG where stats and broken crafting systems trump twitch skill.

Optimization · Pure Optimization
A classic dungeon-crawling RPG demanding careful party and resource management.
The Elder Scrolls III: Morrowind leans Optimization (Pure Optimization); Wizardry: Tale of the Forsaken Land leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
The Elder Scrolls III: Morrowind
Dice-roll combat ignores aim skill
Wizardry: Tale of the Forsaken Land
turn-based menu combat, no physical skill
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
The Elder Scrolls III: Morrowind
No adaptive opposition
Wizardry: Tale of the Forsaken Land
fixed dungeon monsters, no adaptive opponent
Wizardry: Tale of the Forsaken Land leans a little harder on variance, though the gap is small.
The Elder Scrolls III: Morrowind
Hit chances rolled behind the screen
Wizardry: Tale of the Forsaken Land
random encounters, loot and hit-chance rolls
Wizardry: Tale of the Forsaken Land leans a little harder on optimization, though the gap is small.
The Elder Scrolls III: Morrowind
Alchemy and spellcrafting are famously solvable
Wizardry: Tale of the Forsaken Land
party building, dungeon mapping, stat optimization
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.