For game designers, this has got to be awesome. We're looking at an excel spreadsheet with a bunch of numbers on it. I'm sure it just made their day.
Meanwhile, for me, it's like going to the sausage factory. You don't want to see it being .made. It makes you less hungry.
One thing they just said that I love IS: when you're fighting the dragon, it's programmed to run parallel to you to make it more exciting and real. I loved that part.
Talking now about 'policy of motion creation'. Basically its an explanation of why the character doesn't jump immediately when you hit the button. It's weighted slightly to make it more realistic.
good control doesn't necessarily mean 'immediate response.'