by Meowayne
Pax 2nd and Root are among my favorite and most played games, yes.
"Downtime" is, of course, literal downtime. "You always have to pay attention to what everyone is doing all the time" excuses almost
all games with downtime. You are of course correct that ideally downtime is always spent paying attention to others and adjusting your plans as it happens. When playing a 6P game of Root I need to stay alert and flexible during other players turns. Nevertheless 6P Root is a game with extreme amounts of Downtime. Downtime in boardgames is
time spent without control or agency.
And yes, this is an issue (more for some players, less for others) in Pax and Root as well. But in Oath it struck me as particularly severe, because most of the downtime is spent
1. waiting for a player to finish looking at 3-5 secret cards. (which can take surprisingly long in Oath, and which is not interesting to me because unlike Pax, I don't see the cards)
2. waiting for a player to finish scanning the entire board state. This is often an issue in card games where the game world is constructed by cards each with their own text.
That is time I have no control over and time that was often unlikely to change what plans I had already made.
What would you have liked included in the game that could have let you feel more affected/involved with other players turns, or/and do you have examples from other (perhaps similar) games that achieved it?
Very good question, something we discussed a lot after our games without coming up with a satisfying answer. I don't think there is a "fix" - That's just how Oath operates. My favorite games solve the problem by incorporating mechanics where players pay players for actions. Dune does it a lot - Resources and (more importantly) agency being transfered from one player to another player in their turn. Terra Mystica does it well. But those are of course very different games.
One reason you might have felt there wasn't interaction is that his games frequently center negotiation -- temporary alliances, convincing players to go after someone else, banter -- something that would be absent in a 2-player game. Certainly in the 4-player live streams the players are constantly chatting with one another.
We were very aware of that. This is exactly true for Pax and Root as well. Talking other players into taking actions against their own interest is what
makes a good game of Root. I'm sure it is similar for Oath (although I do not yet see it as quite as successful in that as Root).
I also want to say that I enjoy 'multiplayer solitaire' games a lot and don't mind pouring over my own empire while others players pour over theirs. But Oath found me often just... waiting. I have a 3P/4P game planned and I'm curious what difference it makes.