I would tell you that framerate is very important, and that having everything on every device run at 60FPS should be a goal that developers and publishers alike should strive for. Personally, I can play and enjoy a game running at 30FPS, but it's always a jarring transition and I never appreciate it. I would rather play at 60+ all the time, every time, and that framerate is a major reason I keep my PC somewhat up to date.
...but here's the thing. Most people don't notice. Over the past few years a lot of console games have had pretty good 60FPS modes and I bet that did "convert" some people to the 60FPS fandom, and some of those people might go on to get into PC gaming just to keep 60FPS in every game. But the vast majority of people who wanted to play Starfield at 60FPS are going to grumble, maybe rage online a bit, then download and play Starfield for a hundred hours on their Xbox.
This isn't just about optimization, either. 60FPS costs more resources. As in, the Xbox Series X and PS5 have a limited amount of resources that any given game can draw on. You can use those resources more efficiently only to an extent. At the end of the day some games have too much going on or are too complex to run at 60FPS on those consoles. At that point, you either sacrifice something significant to the game or you cut down to the 30FPS cap that most people are going to be fine with.
Also, when I say "too much going on" and "too complex", I'm not just talking about graphics and resolution. Sure, you can cut down resolutions and graphical effects and such and make a game run better, but again, sometimes there's stuff going on under the hood that you just don't think about. Baldur's Gate 3's Act 3 is a prime example - the city doesn't look any better than the previous two acts, but there are many, many more moving parts. There are so many items, NPCs, and such that have a physical presence in the world, and that adds a lot to the resource cost for that game in a way Larian's engine doesn't seem to be very good at handling.
And, again, most people who play games on console have proven time and time and time again that even in the presence of 60FPS games, they'll go buy games with 30FPS caps and barely even notice. On the PS2, Jak 3 was a 60FPS game. So was Ratchet and Clank. Yet Grand Theft Auto sold a zillion copies. On the 360, Call of Duty was a 60FPS game, but Halo 3 still sold a zillion copies, along with a bunch of other games. The comparison to 60 has always been there on consoles and it's always been a good selling point but it has never once knee-capped a game's sales. On the other hand, visual splendor can move copies of games and get people to really pay attention. Think about Star Wars 1313 and how bummed people were that it got canceled. It looked like "Star Wars but Uncharted" as far as gameplay goes but visually it was amazing for the time.
We won't see 30FPS games disappear in favor of 60FPS ones until one of two things happens - the hardware far outpaces what developers can actually do with it, or until consumers stop buying 30FPS games altogether and vocally announce that they're doing this because of 30FPS caps. It doesn't seem like either of these are going to happen anytime soon.
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