I just read a very interesting post from @LuisDeilor in his blog about “Shotcalling and communication in competitive Lol” which lead to the following post.

I am relatively old for a LoL player  and have a long time military history in staff work. Hence i’m much more interested in the deeper strategic concepts of the game, the macro play. However, this is very difficult nonetheless for a bronze player like me and is often really annoying.

If I look at LoL, it has many similarities to how we analysed situations in military to form strategies and then to execute them. Maybe this might offer  a source to learn from in the future. I think all fast-reaction-organisations like police, firemen or hospital emergency crews will work with similar processes to analyse situations and how the behave in execution because of fast reaction times.

Now, when reading the article written by Deilor, there were some thoughts going throug my head which i wanted to share.

One important part in the mentioned processes was information gathering. With those informations the specialists gave input for own forces and opponent.

In execution, this meant that the leader (in our case, the macro lead and shotcaller) got information in defined cycles. In League I would say it’s something arround 5 to 7 Minutes or when a special condition in game occurs like leaving laning phase, baron killed, etc.

The 2 parts of the execution process

Part 1: Analysis

Responsible for opponent possibilities

What can the opponent do, in which time and where with which forces, and what is the biggest threat they could bring up and oppose our plan with.

Responsible for own possibilities

Which of our own forces can do what in which time where in order to deny this most dangerous case, what are signs that the enemy is starting this most dangerous threat and how do we recognize it and react on that.

Based on these informations the next move was ordered by macro lead and they proceeded to the execution process. The order was checked with a simple checklist: is it easy to execute, does it surprise the opponent, etc.

Part 2: Order and execution

Who does what and how. This was prepared with standard procedures in training. All the possible reactions were modularized and trained with standard procedures that had code words. With these processes everybody knew what his task was which led to reduced communication.

Most of the time it was: who goes where taking which path with which goal.

The more it was possible to standardize the parts out of it, the better it was. Because it was trained and it was quickly communicated. What reduces complexity in league is the situation that the map and the pathways are allways the same.  That means it should be possible to standardize several elements out of the order. Environment adds no additional complexity to the game (maybe this is something that Riot can add in the future. Gates that open and close pathways randomly in the jungle 😉

CU on the rift