Minor nitpick, video games running on digital computers are by definition still discrete even if they feel continuous. Networked multiplayer wouldn't be possible in RTS games if that wasn't the case. The granularity of unit positions and turns in Starcraft obviously leads to a much larger state space, so I get what you're saying, for AI its effectively continuous.
They're discrete with such high cardinality that successful approaches will likely model them assuming they're basically continuous. Neural network layer activations are also discrete after all, but they're often 256+ dimensional vectors of float32s or float16s.
For a game of go the entire game state is known to each player. That's the diff. For vidya games state is hidden to the player if the player cannot 'see' it. Therefore u wrong fam.
I didn't say anything about hidden information. That clearly makes SC more challenging than Go, as it requires the AI to build some kind of mental model of possible player states from limited information.