I don't think so, because the other player has a choice still. He's just caving in. That's the loud player being a jerk about it and not an instance railroading. There's also the DM who should step in if a player is trying to influence what another player does in an inappropriate manner.
Well players always have a choice in that regard. Even if the GM is railroading them, they can call it out or leave the game, etc.
What I'm talking about is not really so much about influencing what another player does except in the sense that all players are part of the group, and it's one person deciding what the group does. I've been in games like that, and I've found them to be very frustrating.
No, because railroading refers to a campaign being "on rails," as in, you're on a train and it's on the tracks, and the intracontinental express running from New York to California is fixed, unchangeable, choo-choo, all-aboard. A loud player can't "railroad" others because it's the GM who sets the tracks, not the players. If the players defer to someone because he's bossy, it's voluntary. They don't have to do so. But in D&D, the players must defer to the GM. The only way they can defy his authority is by refusing to play.
Sure, but the metaphor is about lack of choice, right? So that's all I'm saying....it's possible for me as a player to lack choice, and that can be because of the GM, or it can be because of other players.
I agree that there are differences, but I just meant that lack of choice can come from a source other than the GM.
I agree with the identified phenomenon, but, again, I'm not sure I'd use the term railroading without some kind of additional qualifier. What's happening there is a social issue, not really a game issue -- there are not features of the game that are implicated here. I think it's very worthwhile to discuss this problem, because it's a clear mismatch in play goals.
I agree it's a bit of a different category, and although I think it is mostly a social phenomenon, I think the game can influence things. With D&D, there's very much a need for consensus on what the party does. Yes, characters may split up at times, but overall the thrust of the game will follow the party as a whole, and so the bulk of decisions about where the game goes will be done at that party level. So if one player is always calling the shots at the party level, that's largely a social issue as you say, but the game does nothing to prevent this as designed.
If the game had a different expectation in this regard, or if it had regular and meaningful areas where the characters acted individually, then it may not be an issue, because each player will have their moments to contribute in a meaningful way other than that party level decision making.