And the obvious answer to that is the characters do not and basically cannot exist in such an information-rich environment.
With respect - the characters live in their full-fidelity environment 24/7, while the players have a smoky, filtered window into that world a few hours every few weeks, or somesuch. In effect, the characters always live in an information-rich environment. The players live in an environment in which the only information they get comes out of the rules in play, and the GM's mouth.
You're in a dimly-lit dungeon 100ft underground some 200 miles from your home. There's about a 0% chance of you knowing exactly how far away is that drooling monster who wants to eat your face.
To me, you seem to be confusing "having a role-playing experience" with "playing a role playing game". In an RPG players are expected not only to make role-playing decisions, but game playing decisions. So, of course, they want information for their game play choices.
Now, remember the different perspectives of the player and character. The character doesn't actually need to know an enemy's position down to 5' resolution. The character is, for example, proficient in use of the longbow. They've made great practice with the weapon, with their life depending on that practice. They've been plugging away at rabbits and deer for food for a decade. They know if the critter is in short or long range, without having to get a tape measure.
But, they player doesn't know if they are in short or long range unless you tell them. If the GM refuses to give them the information, the GM is creating a divide between the game choice and the role choice that should not be there.
So, choose rules that base game decisions on the kinds of information you will give players, not the kinds of information you know you won't, and then the role play and game play will be in alignment.
What a self-contradictory statement. Trying to find out what's going on is acting on the setting. Do you want to know what's behind that door? Guess what, you have to go over there and open it. To gain information you have to act on the environment.
Sure. But, here we get into how this is supposed to be a play activity. It is supposed to be entertaining. Long periods of fruitless action to get information from the environment is apt to be tedious, boring, and/or frustrating. Play ought to be arranged so that the activity ends up a fair use of the player's time.
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