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Made in us
Decrepit Dakkanaut






SoCal, USA!

If you ever get around to playing "co-op" Robinson Crusoe, you'll see in a hurry what "alpha gamer" is.

It's the guy (or gal) who is ends up driving things as the de facto leader of the group. Whether by charm, experience, insistence / persistence, or sheer loudness.

   
Made in gr
Thermo-Optical Spekter





Greece

In a co-op game all players strive to solve the same puzzle, what to fight, were to fight, how to split the rewards and so on.

The "Alpha gamer" is the gamer who takes over dictating to the other players how the game should be played, there are many reasons why this happens, it may be a veteran who knows the optimal strategy, or somebody the group allows to lead, someone who think "knows better" than everybody else ectr.

This usually ruins the experience from everybody else and delivers a co-op game were one plays a solo game and the others are there to roll dice and obey commands.

X-com (the boardgame) has been credited as a nice attempt to stop this because the timer leaves little to no time for such thing to happen.

In MMOs this was an emerging trend, but the MMO designers embraced it creating the raid leader position.
   
Made in gb
Fixture of Dakka







The other way to do it is by having a coop game with either a hidden traitor, or secret objectives, therefore making it closer to semi coop.

An example of this is "Dead of Winter."

So you have a situation where, only 1 person wins, but you can very much lose as a group.
   
Made in gr
Thermo-Optical Spekter





Greece

Dead of winter, Shadoes over Camelot, battlestar Galactica and many others are "semi co-op" I feel its safe to say these are now a different category on their own.
   
Made in us
Legendary Master of the Chapter





Chicago, Illinois

 Compel wrote:
The other way to do it is by having a coop game with either a hidden traitor, or secret objectives, therefore making it closer to semi coop.

An example of this is "Dead of Winter."

So you have a situation where, only 1 person wins, but you can very much lose as a group.


SO much like House on haunted hill where the whole game is about the group rather than a single person.


I do find it interesting that Alpha Gamer was a term that is missing in the Art of Design book by Jesse Schell.

So there are principles that are suppose to stop this behavior in design correct?

So for a solo game is that a big problem?

This message was edited 1 time. Last update was at 2016/01/05 23:17:26


From whom are unforgiven we bring the mercy of war. 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

For a solitaire "solo" game, Alpha gamer isn't an issue, because it's one person.

Alpha gamer + lackeys only is a problem for co-op games, if one doesn't like their role as a dice monkey lackey. or as squirrel herder alpha. As people are used to having leaders and following them, it's not necessarily a problem.

In terms of game design, there are some fixes, but designating an actual leader of sorts isn't a bad one. Alternately, simultaneous blind orders.

This message was edited 1 time. Last update was at 2016/01/05 23:29:31


   
Made in us
Legendary Master of the Chapter





Chicago, Illinois

 JohnHwangDD wrote:
For a solitaire "solo" game, Alpha gamer isn't an issue, because it's one person.

Alpha gamer + lackeys only is a problem for co-op games, if one doesn't like their role as a dice monkey lackey. or as squirrel herder alpha. As people are used to having leaders and following them, it's not necessarily a problem.

In terms of game design, there are some fixes, but designating an actual leader of sorts isn't a bad one. Alternately, simultaneous blind orders.


So if i remember right the games that say the person the left of the dealer is the DM or the like would be a way to get around it.

From whom are unforgiven we bring the mercy of war. 
   
Made in gr
Thermo-Optical Spekter





Greece

For a solo game no, a player can be the "alpha gamer" of himself as much as he wants, solo games issues are more in keeping the player engaged, repetition, length and bad story telling is the downfall of most solo games.

"Alpha gamer" is a problem of Co-op games I am not sure there is are solid design principles on countering such behavioral and not mechanical problem so far, it is worth noting that co-op games a re relatively new and not entirely explored territory.

To be honest I find interesting we try to solve behavioral problem with game mechanics.

Edit not exactly, a DM is a VS person, even if temporarily, in pure Co-op the opposition is purely mechanical, not needing human control.

This message was edited 1 time. Last update was at 2016/01/05 23:41:15


 
   
 
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