No. As early as the 1st Edition AD&D Player's Handbook (1978), p. 7, they were very explicit about this:
Thus ADVANCED DUNGEONS & DRAGONS is, as are most role-playing games,
open-ended. There is no "winner", no final objective, and the campaign
grows and changes as it matures.
Below are some quotes from the earliest game branded as D&D: what most of us call Original D&D, specifically Dungeons & Dragons, Vol. 1, Men & Magic (copyright 1974), by Gary Gygax and Dave Arneson. Quotes are taken for the 1st printing of this game.
From the Forward:
While it is possible to play a single game, unrelated to any other
game events past or future, it is the campaign for which these rules
are designed. It is relatively simple to set up a fantasy campaign,
and better still, it will cost almost nothing. In fact you will not
even need miniature figures, although their occasional employment is
recommended for real spectacle when battles are fought. A quick
glance at the Equipment section of this booklet will reveal just how
little is required. The most extensive requirement is time. The
campaign referee will have to have sufficient time to meet the
demands of his players, he will have to devote a number of hours to
laying out the maps of his "dungeons" and upper terrain before the
affair begins.
From the Introduction:
They [the rules] provide the framework around which you will build a
game of simplicity or tremendous complexity -- your time and
imagination are about the only imiting factors, and the fact that
you have purchased these rules tends to indicate that there is no lack
of imagination -- the fascination of the game will tend to make
participants find more and more time. We advise, however, that a
campaign be begun slowly, following the steps outlined herein, so as
to avoid becoming too bogged down with unfamiliar details at first.
That way your campaign will build naturally, at the pace best suited
to the referee and players, smoothing the way for all concerned. New
details can be added and old "laws" altered so as to provide
continually new and different situations. In addition, the players
themselves will interact in such a way as to make the campaign
variable and unique, and this is quite desirable.
From Scope:
With the various equippage listed in the following section DUNGEONS
and DRAGONS will provide a basically complete, nearly endless
campaign of all levels of fantastic-medieval wargame play...
Number of Players: At least one referee and from four to fifty players can be handled in any single campaign, but the referee to
player ratio should be about 1:20 or thereabouts.
From Statistics Regarding Classes:
Levels: There is no theoretical limit to how high a character may
progress, i.e. 20th level Lord, 20th level Wizard, etc. Distinct names
have only been included for the base levels, but this does not
influence progression.
So in the earliest version, we find no discussion of a win condition, or any kind of upper limit on character levels or power. Moreover, the focus isn't even on individual player rewards; rather, it's how to cultivate a communal campaign experience that is "nearly endless" and may involve upwards of fifty players. Having one player "win" and end the campaign would in fact seem to be inimical to this project.