Sometimes when you sit down with a group to play a game, there is an individual who is louder, has strong opinions, and generally likes to think of themselves as being in charge. While confidence and social chutzpah aren't bad traits, a lot of people who have played a cooperative game with a so-called "alpha gamer" tend to avoid doing so again.
Others have no issues with the idea of being led through their turn by someone, deriving the same, if not more, joy from the social experience than if they had made all of their own decisions free of help or advice. Personally, I know when I'm new to a co-op game, I'm all about asking people what I should do. I don't want to be the guy that makes us lose, do I?
As a designer I have to take the conservative approach and attempt to eliminate any chance of an alpha gamer. When designing 10 Minute Task Force, I wanted to make sure that it was very difficult for someone to "quarterback" (QB) the game, so I asked myself:
How can I avoid a single player simply directing the others?
Luckily, 10MTF is so incredibly frantic, that it is very difficult to worry about if what others are doing is the optimal decision. Having to not only roll dice, but flip tiles, move meeples, and manage their own personal timer makes for quite the busy player. As with other real-time games, this greatly diminishes the QB problem.
If you feel like that's the easy answer to the issue, you're right. Here are some other concepts I considered to mitigate QB opportunities:
Next up is multiplayer solitaire vs actual cooperative play.