Overview
Harvest Tiberium. Build base. Crush enemies. Westwood’s Command & Conquer didn’t invent real-time strategy—Dune II did that—but it perfected the formula for mass audiences. The GDI vs Nod conflict played out through cheesy but beloved FMV cutscenes, while multiplayer battles defined the emerging genre.
Fast facts
- Developer: Westwood Studios.
- Predecessor: Dune II.
- Factions: GDI, Brotherhood of Nod.
- Innovation: RTS popularisation.
Core mechanics
| System | Function |
|---|
| Base building | Structure placement |
| Resource harvesting | Tiberium collection |
| Unit production | Army creation |
| Tech tree | Progression unlocks |
Faction design
| Faction | Style |
|---|
| GDI | Conventional military |
| Nod | Guerrilla, stealth |
Tiberium economy
| Element | Role |
|---|
| Tiberium fields | Resource source |
| Harvesters | Collection units |
| Refineries | Processing |
| Strategic control | Map dominance |
FMV cutscenes
| Feature | Impact |
|---|
| Live actors | Personality injection |
| Kane | Iconic villain |
| Production value | TV-quality |
| Series identity | Continued throughout |
Multiplayer impact
| Innovation | Effect |
|---|
| Network play | Competitive scene |
| Map variety | Strategic depth |
| Balance patches | Ongoing support |
| Community | Long-lasting |
Series expansion
| Title | Year | Setting |
|---|
| Command & Conquer | 1995 | Tiberium |
| Red Alert | 1996 | Alternate WWII |
| Tiberian Sun | 1999 | Tiberium future |
| Red Alert 2 | 2000 | Cold War alt-history |
See also