And what are games if not just a kind of SEEMINGLY complicated machine. It appears the game is making decisions, but it is not - everything is running according to some sort of predefined process - processes made up of a number of very similar "gates" and junctions and switches. Run them all together and it looks complicated - but everything can be broken down into very elementary functions.
Well, you can say this about computers, or as Lost my keys pointed out, the human brain. Yes, games run on predefined processes and logic gates. That's what the event system is, a system of elementary processes and logic gates. Any further simplification of these logic gates would hinder their power and flexibility.
If you broke down the number of behaviours and events and processes contained in the best of all the existing "video games", you would find that they all make use of "cookie cutter code", or, at least they could - so similar are the things you see and experience in these games. You can write out the algorithms for these games in simple sentences of plain English. In fact, most of them are very linear in description.
I see you have never been in the nitty gritty of developing an original game. Sure, a lot of basic ideas are the same among game genres. But say you wanted to break away from the genres, and create a new one. Where would the cookie-cutter code come in handy?
Psmith, the creation of new game mechanics and complete control over what goes on in your game will, and has always relied on math. There just isn't a simple, or feasible way of cookiefying every possibility. Polish and originality in games doesn't come from predefined behaviors, but from tiny sparks of experimentation (not possible without math) which add that extra something to a games core mechanics or appearance.
Try telling a math teacher to do his job without talking about numbers. Sure, he can beat around the bush all he wants with clever pictures and metaphors, but when it comes to the test, kids won't have a clue what sin does.
I'm sorry, but for serious game development some openness to math is a definite requirement. Numbers do not mix well with pictures or words; that's why they're numbers. A lot of things are possible to do without math, and a lot of things aren't possible without it.
There is no magic going on at all.
Of course not, but there is a lot of math and hard work which goes into building something from scratch. There was no magic going on when da Vinci painted the Mona Lisa, just brush strokes on a canvas. And that's what Construct is, a canvas. It appears that what you want is a coloring book, or perhaps tracing paper. If you don't want to learn the math necessary to paint with Construct, well, your missing out on a large opportunity to express yourself with much more freedom than Lego's will allow. But Construct is like Lego's even! It's just that they're really really small, there's a hell of a lot of different pieces, and there's no instruction booklet.