Well, yes, a real mystery is a real mystery to all. And the part were the real life police detective sits down and pieces together clues to solve a mystery is the same when any human does it.Continuing with the mystery story meme, suppose I were to think about a game where one of the players is a real-life police detective. Do you think your murder mystery seems at all real to them? I doubt it would.
I don't know why this is such a controversial point. Again no one is saying it is genuinely real, or that it is like real world police work (though I did once go to the Boston FBI field office to do research, and was able to ask about things like evidence collection, for one of my games and so I think it is possible to elevate some of the realism in certain ways). What we are saying is there is a difference between a game where the solution to the mystery is generated and entirely unknowable at the start of play, to one where the GM has established that fact and treats all of the facts of the investigation as objective facts that can be discovered. The aim of the former is not for the players to actually solve the mystery, the aim of the latter is for them to actually solve the mystery. None of this is commentary on the quality of either approach, both have their advantages and disadvantages, and there are also plenty of options between these two extremes).
I for one see a huge difference between:
1)The players must solve a real mystery for real
And
2)The players just do random game play until it is randomly decided in some fashion to stop.
And I would say the fist one is better, but it does not make doing the second one badwrongfun or anything.