Even though I consider myself a programmer (started with Turbo Pascal when I was 10, then there was Delphi, though nowadays when I want to develop non-game app it is either C#+Qt (rarely wxWidgets for C#) or Java), I actually have nothing against lowering barrier of entry for people who can't program. This is always a good thing.
Actually good tool makes it more likely that what you'll create is good.
Let's use graphic software as an example.
Yes, you can paint Mona Lisa in MS Paint (analogy to actual programming language), but you'll be better off using Photoshop or GIMP (game making software). Your work most likely will be of better quality in latter case with less struggle unless you won't put any work into it.
Of course there is good and bad game making software. Game Maker may look like coolest kid in the block, with some good games made with it, but in reality it is some creepy guy that offer you a candy if you enter his car. It is real struggle to work with. I'm not even talking about GML, which has sane syntax, I'm mainly talking about the fact you most often spend time of making something "just work" instead of making content for your game.
You're in this case better off with thing like MMF (now Clickteam Fusion), Construct 2, or Game Develop (though IMO last one is winner here). Unity is also good bet as working with it is dream, even though you'll have to write some code.
You can also use genre-specific tool, if it exist for genre you want to make and you don't need anything weird. There is Jumpcraft for platform games (though don't buy that so-called "Standard" version for $15 - it is more of a demo and you'll feel scammed. Better go with $49.95 full version), Adventure Game Studio for point&clicks and for RPGs... well, if you are user of this site, you probably know the answer
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Picking right tool for your game is nothing to be ashamed of and if you decide that real game programming, with reinventing the wheel all the time is thing for you, be my guest.