head to head
Warcraft III: Reign of Chaos asks more than Winning Eleven: Pro Evolution Soccer 2007, and the gap is optimization.

Optimization · Grand Arena
Blizzard's hero-centric RTS where build-order theory meets surgical unit micro against humans.

Execution · Grand Arena
A classic football simulation with tactical team management.
Warcraft III: Reign of Chaos leans Optimization (Grand Arena); Winning Eleven: Pro Evolution Soccer 2007 leans Execution (Grand Arena).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Warcraft III: Reign of Chaos
Micro of heroes and units decides fights
Winning Eleven: Pro Evolution Soccer 2007
passing/shooting timing needs real precision
Warcraft III: Reign of Chaos leans a little harder on reads, though the gap is small.
Warcraft III: Reign of Chaos
Scouting and out-guessing a human opponent's tech
Winning Eleven: Pro Evolution Soccer 2007
human opponents adapt tactics against you
Warcraft III: Reign of Chaos leans a little harder on variance, though the gap is small.
Warcraft III: Reign of Chaos
Creep routes and item drops add randomness
Winning Eleven: Pro Evolution Soccer 2007
minor ball-physics randomness
Warcraft III: Reign of Chaos leans clearly harder on optimization.
Warcraft III: Reign of Chaos
Build orders, creeping routes, and matchup theory run deep
Winning Eleven: Pro Evolution Soccer 2007
tactics and formations are learnable systems
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.
full breakdown
Warcraft III: Reign of Chaos →
full breakdown
Winning Eleven: Pro Evolution Soccer 2007 →