FormerlyHemlock
Hero
Hemlock,
Perhaps you missed the first part of this - "Imagine there is a group of friends that gets together to play pickup basketball and drink beer." The thing is, people do things to have fun. If this was an NBA team, then sure, give it to Kobe. But if you want to play basketball with your friends, then you might want to let them shoot occasionally.
But it's not. And to ascribe natural feelings to "jealousy," misses the boat. It's about working together as a group, talking, having fun, and playing. Different people get different amounts of fun from different aspects. If the *only* thing you derive fun from is sheer optimization at the expense of other people enjoying the game, MMORPGs are probably a better avenue. Or, at the very least, you should seek out groups that enjoy this aspect of the game.
Perhaps I didn't make my point clearly:
It is really disruptive to fun to have other people inside one's "fun cycle." If you're constantly on the lookout for negative emotions from other people, you can't just kick back and play. Have you ever been the adult on a volleyball team when everyone else is a nine-year-old? Now imagine that the nine-year-olds, instead of being relaxed about who's got the spotlight, experience negative emotions every time you hit the ball instead of them. Now you have two opponents, the other team and the emotions of your teammates. You can't just play, you have to be very careful not to play too well.
For me at least, that is a nightmare, and that is what your scenario describes.
What is the most fun is to play with kids who don't experience jealousy (jealous: "feeling resentment against someone because of that person's rivalry, success, or advantages") so you can all just play and have a good relaxed time. If that can't happen, it's better just to recuse one's self from the team and say, "Here, let me find you another nine-year-old."