Do not feed the troll..... this is quickly going nowhere.
Was the original Mouse Leading question answered?
Yes, it was. It's probably well past time this thread closed. People are starting to get a little to personal with their rebuttals, and the debate has swung widely away from "can it be done" to "can it be done without math" to "can Leonardo da Vinci paint without math..."
Anyway, I'll leave it open for now as long as people can wrangle things back into civility before it gets out of hand.
One thing I would like to know from PSmith though... in all of your efforts to find a program that does things the way you want it to do, have you ever come across anything? It seems to me that you haven't. You've been circling the net looking for a game creator that eschews math and coding, and have come full circle back to us again for another go.
You also cite Poser as a brilliant piece of work, and as far as it's capabilities allow, I will grant you that it is. It performs as advertised. I have used Poser, and I know what it's capable of (which is a lot more than Lost my Keys gives it credit for). BUT... and this is a big but... it's not very capable of creating unique content. Yes, you have a lot of customization available to you through the interface... you can alter facial features, you can alter hair length/color/dynamics, you can create unique animations rather easily, you can manipulate models in an almost infinite number of ways.
But manipulation is where it ends. You cannot use Poser to create something unique, you can only use it to tweak pre-defined settings. Yes, you can load any number of models into Poser and use those as well, from characters to props to landscapes and environments... but you cannot use Poser to create those characters and props and landscapes and environments. You need much more sophisticated software and special training to do that. Something like Maya or Max or Blender. Without someone, somewhere spending time and effort to create content for Poser, you would have no content for Poser.
So, you have three options here:
1. Use pre-defined Poser content to create your vision. The limitations of this should be obvious. This is analogous to settling for so-called "cookie cutter code" that you are looking for in Construct. The end result will be obviously lacking in effort and easily dismissed as non-serious work.
2. Spend resources on someone willing to create Poser content for you that will suit your needs. This is analogous to paying for a coder who will take your game vision, your art, and your assets and bring them to life. You may even find someone who believes in your idea as deeply as you do and is therefore willing to work for free, or on spec. Results may vary, depending on the skill and dedication of your partner.
3. Learn Max, Maya, Blender, or some other such tool that will allow you to create new Poser content on your own. This is analogous to buckling down and learning the math, logic, event structure and syntax necessary to create a game that exceeds the bounds of what is possible with the simple default movements and behaviors available. The results will be as good as the effort you put into it. You are responsible for how good it is. You are in control.
Construct is #3. It is Poser and Maya together in one package, not just Poser alone. The way it's set up is that yes, you can make simple Poser renders with the default models if you like, but you also have the capability of digging deeper and making something truly unique and wonderful if you spend the time and energy to do so.
That time and energy is essential to all great works. There are no work-arounds. There are no shortcuts. Not with Construct, not with any game creator. You need to learn and practice and it's a long, hard road.
Nobody said making games was easy. Construct is just meant to make things a little easier. You think learning what lerp() means is too much? Try C++ and see how far that gets you. Construct events and expressions are light years easier than mastering a real programming language. Considering it's capabilities, it's likely going to be the easiest game creator you could learn to use, period. For now, at least.
So, you can continue your search for shortcuts, or you can bite the bullet and start learning. One of those options will get you started on making games, and one will not. Guess which?