Hey..
I'm actually pretty new to AGS (Adventure Game Studio, for those who don't know, take a look at
www.agsforums.com), but I have been trying it out for a while now, and I must agree with Mnemonic that the two engines are very different.
I wouldn't say you could make a game in AGS without any scripting. The scripting language is however a very cute and simple one, so I guess that's a plus. However, Chris Jones who is the maker of AGS, has cut a few corners when it comes to usability: there is no "new room"-feature, and you can quite easily overwrite your rooms by mistake. When creating a "blank" game in AGS, the engine by default adds a bundle of default sprites (horrible ones, too), as well as a default character, etc., all of which can't be deleted. The reason is so newbies don't accidentally mess up their game beyond repair, but to me, it is merely a source of frustration. Still, if you can live with those little quirks, AGS is an easy tool for creating point-and-click adventures.
The most important difference between AGS and WME, I think, is the design, and the 3d capabilities of WME. If you want to create point-and-click adventures with the retro look and feel of Monkey Island I & II, or text parser based systems like Leisure Suit Larry I, AGS already has the corresponding GUI's. There is something to be said for that.
With that said, I still like WME better after only seeing 5 minutes worth of it, and I'm a HUGE Monkey Island fan. But that WME interface is just SOOO beautiful! Great Job Mnemonic!
Scarpia