Originally Posted by
Vahnavoi
No, we don't know that. You are suffering from a failure of imagination: you are thinking of a module that is ONLY difficult because of hidden information, and becomes trivially soluble with perfect information. You are then using that to conclude that perfect information would make any module trivial. That doesn't fly. The design space for modules, or game scenarios really, is open-ended. You said perfect information makes a game into a math problem, but forgot that math problems range from "can be understood and solved by 1st grader" to "makes professional mathematicians cry".
These all posit a comparison between the same scenario played with and without perfect information. All of these claims fail in the same way: the answers aren't, and cannot be, actually known without specifying a scenario. They also all illustrate that you fail to understand the argument:
Taking less damage, finding more treasure, having easier fights or solving more mysteries, none of these are "optimal". "Optimal" refers to the most favorable, or the set of most favorable, strategies. A perfectly informed strategy can have all kinds of improvements over a less-informed strategy and still fail to be optimal. Because, you see, even knowing all those things, one still has to crunch the path for obtaining those treasures, meaning Travelling Salesman Problem says hello again. How much time - real time - do you actually hand your players to plot an algorithm and calculate permutations?
This is just baseless supposition on your part. You don't know how a hidden information versus perfect information variants of the same scenario play without analyzing specific scenarios. You also cannot say anything useful this way about scenarios made to be played with perfect information from the get-go. Sure, they might play differently... in what way exactly? Again, the design space is open-ended. Such games can be anything.
For a concrete example, you can actually go play Fog-of-war Chess and compare your experience to playing normal Chess. Does the experience differ? Yes. Are there strategies that are decent in the former but weak or pointless in the latter? Definitely. Are they so radically different that a player who enjoys one, would not be able to play and enjoy the other? No, not really.