The detective mode discussion in the podcast made me hate the idea of detective mode less, but I am still very much not a fan of it in open world games. It's even worse when combined with waypoints and map markers and what have you.
I really liked Brandon's take on the fidelity aspect of it. And luckily, I do think most devs are implementing it properly.
There's not many games like the original Arkham Asylum where you are pretty much in detective mode most of the time. And much like what Ben was saying, even in a title like Persona 5, it's largely a time saving feature.
Personally, I much prefer having a toggleable detective mode that conveys info. and interactable options than something like what Deus Ex: Mankind Divided does with it's white outline around objects of interest. The latter implementation doesn't offer as many options to the player and you either just turn those indicators on or off with no middle ground.
And the whole casualization question was a bit of a wash for me that reason. A good detective mode is one of the least intrusive ways to make a game more accessible to a larger audience whole retaining much of the underlying design.
And isn't that a good thing? To make games have a wider appeal while retaining much of what makes them special?
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Suffice to say, I really enjoyed that discussion on the podcast. Great stuff all around.