@BillDStrong, is that in reply to me?
I'm biased towards fighting games so um ya there's that.
Similarly I also consider the smoothness, fast action and colorfulness of games of higher priority then things like lighting, shadows and so on. Not that I disregard them by any means, its just not very interesting to have very well lit and shaded grey tones everywhere.
IMO quite a few genres, such as 2D games (in particular sidescrollers, bullet hells and similar), and people tell me competitive shooters (though personally I rarely play those), benefit more from smoothness then anything else (you have to be smooth to see the details).
From my perspective that basically all translates to get as high framerate as makes sense (and monitor refresh rate is where it usually makes sense) since at high speeds everything should "flow" on screen not teleport.
I'll try to prove the point...
Move your mouse left to right slowly (2s interval) between the following two points. I've left some white space so you can easily avoid the text cursor. Accuracy here doesn't matter, feel free to go over.
| A ....................... B
|
Now progressively move faster between those two points. And then faster and then faster still. An average consumer non-gaming laser mouse polls at around 120-130hz at that speed (90hz average). At some points you'll start seeing multiple mouses. Partly because OSes are pretty terrible at displaying mouse cursors (I guess).
To avoid OS bias too much please slow down just enough so you dont see doubles. Then pay close attention of how smooth the mouse cursor looks, then look at how smooth your hand looks while doing the motion? You can see all the detail, etc.
Try moving your hand as fast as you can. Unless you have super hands, you will find it really hard to get to the point of moving your hands fast enough that you create after images while you move. And that also, its really hard to move fast enough that you dont see details.
Most of the detail on your mouse is probably on the top and/or the side so just flick it left and right using just two fingers to hold it, see how fast you have to flick it to even get to a point where you can't notice details on it (its extremely hard). In case you're confused about what I mean by can't see details just take your hand off the mouse and flick it from the wrist really fast, you will easily get to a point where you can't quite make up the details on your fingers.
Anyway, that's why I appreciate framerate, the higher it is (and assuming your monitor is up to the job), the more details are visible while in motion, hence the more details actually exist.
The same difference as looking at the mouse on screen and your actual motion.
Also, details that require motion (regardless of your motion) will benefit the same way. You probably want to get smooth animations in the game not teleporting doodads. So even if you're character/whatever in the game is not moving framrete still feels like a essential component that ensures everything else actually works.
Fundamentally its a quantity vs quality tradeoff (kind of), so everyone's free to choose whatever they wish for their game.