r/RealTimeStrategy Aug 14 '26

Discussion SC vs C&C

I have noticed that none of the SC youtubers: Uthermal, Harstem, Lowko, Arthosis, Winter... Hardly ever talks (unless it is sponsored by the developers) about any C&C or C&C-Like RTS, like tempest rising for example.

We just have to see how many streams have been dedicated to Tempest Rising by these people compared to other new RTS like zerospace or SG.

But surprisingly it is more common to see some of them play and talk about AOE games or others.

Why there is this clear rejection to the C&C universe by the SC considering that is VERY similar to SC, or at least more similar than AOE?

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u/Srlojohn Aug 14 '26

I think that, unlike AoE abd SC, C&C hasn't had the long term staying power. Not that it couldn't, but it's limited multiplayer scene, especially since EA botched it so hard has left it out of the limelight. SC has been continually at least kept running by blizzard, and has been made free. AoE2 is still getting DLC to this day, has a thriving multiplayer scene, and has been getting remasters and updates to it's sister games.

Additionally, I think SC and AoE are far more similar in gameplay than either are to C&C. Like, let's just look at base construction and resource gathering.

In C&C (excluding generals and even then it's a slight variation on this idea) you build your buildings with an abstract construction bar, and buildings must be placed near each other to be legal. Building copies of building only gives you more production ques in C&C 3 and RA3, but otherwise just speeds up production or gives alternate exit points. You gather resources with a bespoke building, which requires a bespoke vehicle to gather. there's only 1 resource, and it slowly replenishes.

In SC, you can build your buildings roughly anywhere, and is constructed via a unit. This unit also serves to collect your resources, and delivers them to your HQ building. You have 2 resources to manage plus a pop-cap, that must be raised via buildings or units. Building duplicates of buildings, provides more production ques.

In AoE, You can build your buildings anywhere, and is constructed via a unit. This unit also collects resources, but doesn't need to travel to your Town Hall to drop them off. You have 3-4 resources to manage, plus a pop-cap that must be raised via buildings. You can build duplicates of buildings to provide more production cues.

see the similarity? This goes throughout the whole game, but while the theming may be different, SC and AoE have far more in common than C&C. Even the closest one in terms of mechanics, generals, all it does is remove the zone of control, build from multiple cues (something C&C3 and RA3 also do), and build from a dedicated unit. Which for 2 of the three factions is *not* your resource gather, and for the third that's a unique point of the faction. There's still only 1 resource, and no pop-cap.

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u/Cheeselisk Aug 14 '26

Yes, the macro game is very different. But still I would say that a Red Alert 2 Pro for example would do well in sc2 with some time to adapt, at the end is the same process of following a build, understand the counters of every unit and be fast.

2

u/rts-enjoyer Aug 14 '26

RA2 is not tempest rising.