I disagree. All your doing by telling them explicitly what you're going to give them for certain rolls is turning FATE into a video game.
Explicitly not so.
In Fate, you roll when there is something interesting in the outcome, good or bad. You establish what you want to do and what's going to happen if you fail. After that, you go through with the roll or the conflict, and you know what you are fighting for or against.
That is to say "You get out alive" and "You will be taken prisoner" are examples of success vs. failure. You do not have to tell them that, if they are taken prisoner, they will be sacrificed to a demon, that can be a reveal in setting a later scene.
An example. My players characters walk into a building that they are not sure the fleeing suspect went through - they immediately begin searching for clues that the bad dude came through here. He did by chance, but he covered his tracks well, using some magic talent that the group does not know he has yet. I'll ask for a roll - if the group asks, I'll give them an estimate difficulty - normally it might take a 3 in survival to spot something like that on the average mugger. They roll a 4 and move on, but a 5 or a 6 might have revealed signs of his passing and, possibly, that the tracks were covered magically.
Now why did I do that? Well, firstly, because as a story teller, I think it'd be more interesting if the players (not just their characters) didn't know that the bad guy went that way - but do want to give them a fighting chance of succeeding, even at this early juncture. I also would like them to think outside the box - catch the bad guy with cleverness and guile or else they will simply be outsmarted by the bad guys who make a point to rule out the more obvious ways of defeating them. The bad guy cant exactly out smart them if I just tell them that he's raised the difficulty, can he?
This is a perfect example. What has been gained by not letting them know anything? They are fresh out of clues to follow and are now treading in place.
Instead, make it interesting. If the players fail their check, the suspect is leading them into a trap instead of simply running away. There you have an interesting turn of events.
On a side note, why are they going into the building if they aren't sure if the suspect went in there? This tends to reinforce the "I look for traps" behaviour I was talking about earlier. This, to me, seems far more video gamey than telling the players what's going on. Though I don't like the comparison here either.
Now, this might not be everyones take on it - but I don't think it ruins anyone's fun to withhold meta game info just because of the fate point system. So I stand by my statement - if they don't know that there IS a target to hit, there's no reason to tell them.
If there is no target, there is no scene. Especially with something like a chase, there are great ways you can go. Make it a contest between the fleeing suspect and the players. His magic can come into play there as well, of course, but the players know they are following someone, so let them roll against each other, not just try to hit a number or hit a wall. You can still describe things like "the players are not sure if the suspect went through here", but that is part of a bigger action, and not a bottleneck.