>>712887132In a fighting game there's a lot more time for you to figure out what your opponent is doing and make mistakes. You can also always make a comeback. A lot of starcraft is macroing to make sure you're setting up to make the right amount of units at the right times, if your opponent has more information or just happens to make a build that's coutnering what you're doing you can't just immediately switch up everything to beat them. Of course someone can get lucky in a fighting game but at mid level or higher, only the player truly knows if they were guessing or not while to an observer they might call it a "read"
Fighting game execution also isn't the biggest issue especially in modern titles where they dumb it down more and more but even in situations where execution is (relatively) considered hard, it's not even half as hard as what's considered "good" APM in an RTS.
At a basic level the fundamental mind game is the same, you're right, but the mindgames in an RTS at least from my outsider perspective seem to be you thinking like 10+ minutes ahead because if you don't, you can easily lose and then you need amazing execution to actually make sure everything's timed and then you need amazing reactions and a different type of execution when an actual battle happens. It's too much imo. It's fun to watch tho