The practical difference is how many rules a game has and how easy it is to implement the engine. Implementing a chess bot is relatively easy because the amount of state tracking required to set up a simulation is basically nothing (I think just whether the king has made a move yet or not). That makes it easier to implement than something with a lot of signals that need to be recorded. Something like DoTA or Starcraft takes serious engineering effort.
> There isn't any reason to think AI have more or less trouble with hidden information games.
How about the fact that a child can beat the best rock paper scissors player in the world in a game, but no human can beat the best chess engine? Same thing with poker, a novice could get lucky and win a hand against the best poker player.