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Week 1: What Wins a Game?

The course's foundational question — what "winning" actually consists of, moment to moment, given that the Nexus is only ever destroyed once. Sets up the recurring principle every later week returns to.

22 February 2027

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Guiding question

If destroying the Nexus is the only objective, why do players spend most of the game doing something else?

An objective you cannot aim at directly

The Nexus is the only structure whose destruction ends the game, and for almost the entire match it is also the one objective a direct attempt on would be a bad decision. Towers, inhibitors, and the simple fact that a five-person push into a base that hasn’t been opened up dies to the turrets before it dies to the Nexus, all make a straight run at the win condition either impossible or a way to lose faster. So players spend the match doing something else. The question this course keeps returning to is what, exactly, that something else is for.

Resources → advantages → control → objectives → Nexus

Here is the chain the rest of the semester fills in:

Each arrow in that chain is a conversion, and every conversion can fail. An advantage that is never spent on control is a number on a scoreboard and nothing else.

None of it is the goal

Every advantage must eventually be converted.

This is the principle the rest of the course keeps testing against new material. Gold, kills, vision, tempo, and objectives all matter for exactly one reason: what they let a team do next.

A ten-kill lead that is losing

Twenty minutes in, the blue team is ahead ten kills to two. Read the rest of the board before deciding what that means. Every kill came from isolated 2-for-1s far from any objective, none of the towers are down, there is no vision near the Baron pit, and the red team — quieter on the scoreboard — has been trading that quiet for uncontested jungle camps and a stacked Dragon soul. Blue’s kills bought gold and a few good minutes of map presence each; none of it was converted into control of anything that outlasts a respawn timer. Ahead in kills is not the same claim as ahead in the game, and the gap between the two is exactly what the rest of this course explains how to close.

Why did this team win?

Think of a match you’ve played or watched recently, and answer, in whatever language you currently have: why did the winning team actually win? Write the answer down somewhere you can find it again. It is fine — expected, even — if it currently reads something like “they got more kills” or “their late game was stronger.” That answer is the baseline. In Week 12 you’ll answer the same question about the same match again, with the rest of the semester’s vocabulary available, and the difference between the two answers is most of what this course is trying to teach.

Teaching team