I am still in the brainstorming stage for a co-operative game, but already I am questioning how to deal with the alpha gamer.
The game in mind is a sci fi theme, will have plenty of different cards for events and abilities, etc. and be fully co-operative (no traitor element or anything like that). I want players to feel like a team working together and trading, each fulfilling various roles towards common goals.
However, I cant help but wonder if, with this much open communication and trading, there will be an issue of an alpha gamer basically playing the game for everyone else (and cheapening their experience of the gameplay). What sort of tools might I use to limit this (if its even worth worrying about)?
So far, I am attempting to include plenty of choice-elements with unknown outcomes (either by drawing event cards, rolling dice, or through press-your-luck elements such as getting a short term positive but risking a long term negative - or vice-versa). In short, I am hoping that people will have various opinions about how to proceed, or if the risk is worth the gain, etc, and so more than one player is involved in the decision making process.
As none of this is really a concrete example, its understandable that concrete answers aren't really possible. However, by the sounds of my ideas so far, do you feel this is sufficient for dealing with the alpha-gamers out there, and encouraging group-interaction?
Thank you all for the feedback! I will likely try looking into having some sort of hidden information such as objectives. The challenge will be in keeping it simple, as I probably already have too many separate mechanics [edit: including incomplete information in the form of quests/dice/push-your-luck all with unknown outcomes - though not totally random].
In addition, I still want the group to feel like they win or lose as a team, so having individual hidden objects may take away from that: but perhaps its enough that they must all win together first, and it's only after that it is revealed who did better at their objective along the way - to find the [actual] winner.