I feel that the only place where animation requires a commitment of sorts from the viewer (as opposed to being spoon fed the art with staging, silhouette, etc) is in the "filling in the blanks" that they would have to do when viewing animation in the standard 24/30 fps. The act of piecing the images together into a sequence of moving drawings (aka persistence of vision?) is engaging, and taking that away from the audience is uncanny at the very least.
The only place there is use for high fps is in video games that need a high enough precision where a second being split into 60 is more dynamic/practical/fair than splitting a second into 24 or 30.
>>392
>I would love to see how 60fps looks in action sequences.
Although its been done well enough in 24/30fps, this would be an interesting experiment.