Oddeus: Once I knew a group of e-mail-rpg-players. They planned their moves on paper and sent them per mail to the game master. When he got all the player's moves, he played them out on a flowchart. One round took one week to play out and at the end of the week the game master mailed the updated map to everyone.
For them, one frame per week was absolutely playable.
Well, it helps that:
* Given the medium, you're not expecting an immediate answer.
* The "game" at least is reading input; you can immediately read what you wrote.
* You're not stuck paying attention to the game the whole time. (This trait is also present in incremental games, which is another topic, and where lower framerate, if the game is well coded, is perfectly acceptable when the game is in the background, and sometimes when it isn't (1 FPS isn't unreasonable here, as long as the game is still responsive).)
* You can quit the game easily, and not have to sit and wait for the game to finally respond, or to force quit it. (Though, if that doesn't work, even when you've said you're quitting, you do have the option of just ghosting the game master.)
dtgreene: At what framerate/frametime is it reasonable for a game engine to start sacrificing aesthetically to try to keep the framerate/framttime reasonable?
EverNightX: I don't think games should target frame rates. They should implement the game they want to be. Then if you want to be more accessible you can have options for the user to alter things like MAX particles, draw distance, high/low quality etc. I'd let the user make the decision rather than the game. At least on PC. Maybe if it's a console you might make the choices for them and just use your own judgment.
That's assuming, of course, that the player can get into the options to lower the settings. This can be a problem if, for example, either:
* The main menu is so laggy with default settings that the player has trouble getting to them.
* The game doesn't allow access to the settings before the player has started a new game and sat through the opening cutscene, and the cutscene doesn't run under default settings. (Games with settings should *always* allow access to the settings before starting a first game, both for this reason and for accessibility reasons.)
Vinry_.: One more thing I think is worth mentioning is how framerate can also be used to enhance the immersion of a game. For example, Downwell. I take it everyone who plays the game experiences this too, and that is whenever your character gets hurt, the fps will plummet for an instant, further emphasizing the pain that the character you play experiences. But honestly, it's just a flaw in the engine lol. But you can always try to replace that reason with something else to help you live with the fps issue that can never be fixed.
Reminds me of Celeste, where if certain enemies are about to hit you, the game slows down. The problem is that this can easily throw off the player's rhythm, and make it harder to dodge the attack.
(Worth noting that Celeste isn't really a game about fighting enemies, and it's only occasionally that you'll find enemies, and generally you're not attacking them, with one exception, and even then the game is still focused on platforming.)