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Motion blur is a win if it's done correctly. Your visual system can make use of that blur to determine the movement of objects, expects it. Move your hand quickly in front of your eyes -- your fingers are a blur.
If you've ever seen something filmed at a high frame rate and then played back at a low frame rate without any sort of interpolation, it looks pretty bad. Crystal-clear stills, but jerky.
A good approximation -- if computationally-expensive -- is to keep ramping FPS higher and higher.
But...that's also expensive, and your head can't actually process 1000 Hz or whatever. What it's getting is just a blur of multiple frames.
It's theoretically possible to have motion blur approaches that are more-efficient than fully rendering each frame, slapping it on a monitor, and letting your eye "blur" it. That being said, I haven't been very impressed by what I've seen so far in games. But if done correctly, yeah, you'd want it.
EDIT: A good example of a specialized motion blur that's been around forever in video games has been the arc behind a swinging sword. It gives the sense of motion without having to render a bazillion frames to get that nice, smooth arc.
Actually it depends on the lights you're under if it'll look smooth or not. The ones at my house makes it slightly flickery like there's not motion blur. If you have lights where you can control brightness it'll look choppier the dimmer it is.
However some lights are different, the ones I'm under right now on my work break look smooth.