I wanted to say a few things about TV, film, games, framerate, and even a little bit of opinion. I hope you'll forgive the long entry. I'd like to clear up a lot of confusion and misinformation that often gets sent around when this topic get brought up.
First of all, the human eye doesn't see in frames. The experience of what you see or 'photo-realism' or whatever you want to call it can not be replicated by an external source. What you see in your eyes to your brain can only be experienced by them. No photograph, computer render, or estimation of motion can ever accurately portray your perceived sense of reality. It's not real and can never be real. All we can do is emulate it through feeble human means.
Even though the human eye doesn't see in frames, it can still see hundreds of frames per second. Pilots have seen a flash of a plane at 200+ frames per second in simulators. Even though 60fps is considered great and the golden standard these days, PC gamers have run at 120fps or higher back in the CRT days. Despite diminishing returns in the power needed to render above 60, you can see a great deal of increased smoothness and responsiveness over 60Hz.
This is not well known, and leads to a lot of confusion, but even though film is 24 frames, it is shown at 48 frames in cinemas. Every frame is flashed twice. This 'persistence of motion' only happens at around 40 flashes per second or higher. Anything lower and the effect flickers and the illusion is destroyed. There's a reason 50Hz and 60Hz are used for TV. They are above the threshold, and just because film is 24fps does not mean it is good enough for smooth playback on its own.
Did you know that the electricity that comes out your wall sockets is also 50Hz/60Hz? This isn't a coincidence. If it was any lower lights would flicker disturbingly so to your eyes. TVs actually use the electrical frequency to keep the image in sync. This is why TVs had static refresh rates of 50 and 60Hz respectively in their regions. Sound familiar?
The older TV standard did not have enough over-the-air bandwidth to display 60 progressive frames, and 30 wasn't enough to keep the image flicker free, so the vile, but at the time needed, invention of interlacing was born. By displaying 60 half fields, it appeared there was 30 frames on your old CRT TV, but in actuality, you weren't seeing 30 or 60 frames. The result, however, was a smooth image in the limitations.
It gets even more complicated when color TV was introduced. To make the new standard backwards compatible with black and white TVs, but to include the new header information for color TVs, the frame-rate was actually reduced slightly. This is so color TV sets could decode the chroma, while black and white TVs should just ignore it and display luma only. This oddity still exists in all modern displays and we still don't have true rounded frame-rates. When we say 30 we mean 29.97 and 60 is 59.94.
One of the problems of converting 24 frames of the film standard to TV is judder. Judder is this 'hiccup' effect that you see every second when frames are not on screen for a uniform amount of time. You can not put 24 into 30 or 60 without compromise. There's a trick used to duplicate every '5th frame' called inverse telecine that introduces this problem, since each fifth frame is held on screen twice as long. Newer TVs with 120Hz refresh rates can flash every frame the same 5 times and eliminate this judder. In PAL territories this was even worse. 24 into 50 did not have an easy solution. Many PAL transfers of films have the sound speed up by 4% to match the offset of eliminating 1 frame every second creating voices slightly higher pitched. This is also why many old games ran 18% faster from their NTSC counterparts to make up for the difference in frame-rate. Thankfully these issues are mostly behind us, and I hope we have a future where our displays devices are not locked to any frame-rate similar to G-Sync and FreeSync.
I want to make it clear that 60 frames per second is not actually fast forwarded. You are not used to the increased smoothness of 48fps HFR or 60fps video, thus it looks faster, but it is NOT faster. Objectively the argument that higher frame-rates look worse is bunk. We prefer 24 and there is NOTHING wrong with that. Art is subjective, and there are many compelling arguments for the less is more crowd, but it ultimate is dependent on what the artist and audience likes or wants. There have been many superior technologies that the public have shunned because they didn't like how alien it was.
I also want to point out that the 'soap opera effect' that you see can refer to several things. It is usually referring to 60i/p video that looks very smooth. It can also be the interpretation filter on most 120Hz TVs sold today. This interpolation is not film and it is not video. It is a trick that does a cheap job of creating fake in-between frames of 24, 30, and 60 frame per second video and up-converting the perceived motion to 120Hz. It blends two frames to smooth movement, but doesn't actually increase the amount of information the viewer is seeing. Do not confuse this interpolation effect on TVs to be an indicator of what is good or bad compared to a native frame rate.
There have been many different frame rates for film, but 24 became the standard. There doesn't have a standard for games either if that's what the creators want, but that shouldn't be based off what a game looks or feels like; it should be what's best for the game.
The argument that certain frame rates are better than the other when it comes to passive media is petty, and different frame-rates for film and video can co-exist. However, games are not movies. Film and TV are not interactive and requires no input. You can like or dislike a frame rate in a game based on aesthetics, but the most important thing is input control. You don't want games with low frame rates because input is important to interactivity and response.
However rules are meant to be broken and things can be flexible. Not all games require lightning fast input, and in the future we might even be able to make a game run at 30fps or lower and have input that is high precision separate of frame rate. However none of this is taking into consideration other factors like motion blur added by displays or input lag that we currently deal with.
I must admit I am very worried and disappointed in the discussion that games go in these days. Even though I love helping people be informed about things, I'm grow weary of always seeing technical and artistic discussions. Besides filmic not a being a word, the game industry, journalists, and consumers seem obsessed with games being film in everything from appearance to execution. I feel they do not understand the pros and cons of the medium, and are insecure when they constantly go out of their way to imitate or praise another medium that is considered 'established, accepted, and familiar.'
What games convey can not be presented through screenshots, video clips, graphics, technical techniques, etc. While presentation is an important part of an experience, games are at their core, interactive experiences, with rules and goals. You do not want to take that away or dumb it down, but we heavily restrict what games are and should be in favor of a controlled system that strips away most advantages the interactive medium has in favor of the rules of another completely different medium.
For video games to actually be understood and accepted we need better critical analysis and tools for discussing what makes a game good, and they do not include the overwhelming discussion of graphics, technical systems, hype, marketing, and other superficial qualities. If all you ever see of a game is the developer talking about their amazing engineered systems for making leaves blow in the wind, how it's like a Hollywood Blockbuster that looks cinematic, or how it's photo-realistic, you should give serious pause to what is important to them. It's almost certain they blew more of the budget on getting the game to look great instead of playing great.
Gamers today don't seem to want games. Games aren't passive entertainment, but that's what people seem to want. I definitely feel like the industry has turned into making ultra-linear $60 movies where you press up to watch with a larger myopic focus on low risk, high budget, high return, and I can't help but feel this approach is eating the industry alive and more importantly giving us mediocre games. In turn in order to make up for the lack of an actual game worth owning and replaying they have turned to DLC, pre-order bonuses, and tacked on multiplayer modes.
I don't blame some people though. It's understandable. You come home from a long hard day of work, and you want to relax. You aren't a kid anymore and you don't have a lot of free time but a lot of disposable income. But the thing is, games aren't passive. They aren't like movies or TV. They require you to engage them. We need to be part of the solution and stop being lazy. Games are hard work and require effort, thinking, and learning.
We don't need any more shallow Game of the Years that pass off bottom of the barrel design such as moving ladders, planks, and palettes as the standard of quality because anything else would ruin the immersion. We praise the amazing character development, impressive physics and animation systems, carefully crafted cinematic, linear narrative, the emotion, and how it's raising games to art, completely ignoring that none of that is game-play. You know, that thing that makes a game a game. Not only is it not game-play, you never seem to hear about how fun a game was, how well it controlled, or how well the level design was. We need games that put game design first and everything else second. Games aren't even good at telling linear stories because games by their nature have so much more potential to go beyond linearity.
The first game ever made, "Tennis for Two," was art. You know why? Because anything a person creates is art. It doesn't matter how bad it is or how much someone don't like it. Someone created something. Video games are art and always have been, and just because someone might be arrogant to tell you something you love and enjoy isn't art, does not make it any less so. We must develop thicker skins and reject the belittlement that our hobby is inferior to others.
A good film has a good story. It doesn't matter how flashy the special effects are, we won't remember it. A comic like Cyanide & Happiness may be crudely drawn, but its content comes first. It's memorable, and you never get hung up on the fact that they're stick figures. You'll never remember that a shoddy webcomic that was shallow no matter how painstakingly beautiful it was. These examples should help remind you that gameplay should always come first, and it's the reason we can go back and play gems like Super Mario 64, Sly Cooper, and other mechanically driven games even if they don't need a small nuclear reactor to run. I don't believe for a second that many modern games will ever be remembered as fondly as a game that puts game design last. How many people talk fondly about Night Trap and still play it? Don't forget that at one time it was state-of-the-art. With games being so expensive, time consuming, nothing is more important than selling a lot of copies. That means less focus on gameplay, and more focus on marketing which includes impressing people with tactics like buzz words. A good game needs good gameplay, and not even reviews seem to understand this, which is highly problematic for anyone looking for advice on how to spend their money.
There's too many games that ride the coat tails of amazing visual fidelity. They promote all the wrong things with games because it's easier to trick people into being something excited for lipstick before they realize it's on a pig. We need to be smarter and choose harder with what we buy, because it doesn't matter how good or bad the game is as long as they get your hard earned money. I know this last part is off topic, but I felt it was all connected and didn't know how else to say it without essentially adding unwanted flame-bait to a topic where people are looking forward to these types of games that I feel are focused on flash over substance. Games that get everything right in terms of gameplay and presentation are rare, so I'm skeptical. It's time to look into being more critical, educated, and to look past cheap tricks. We must start looking at what games do best. They are games. It's nothing to be ashamed of.