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
A prisoner's-dilemma branching puzzle where the full route map is a solvable logic problem.

Optimization · Pure Optimization
A text adventure testing puzzle deduction and mapping hidden dungeon logic.
Zero Escape: Virtue's Last Reward leans Optimization (Pure Optimization); Zork III: The Dungeon Master 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.
Zero Escape: Virtue's Last Reward
Puzzle manipulation only; no timing pressure
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.
Zero Escape: Virtue's Last Reward
Ally/betray choices follow fixed scripts per character
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.
Zero Escape: Virtue's Last Reward
Hidden partner allegiances and chromatic door codes obscure paths
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.
Zero Escape: Virtue's Last Reward
Solving every AB game combination and escape room to chart the route tree
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.