I'm not going to write a whole bunch of assembler to prove a point.
It's easy to understand code and script one wrote themselves.

I made a custom map for an Unreal Engine 3 game which features a lot of Kismet (the engine's visual scripting system used for gameplay mechanics and prototyping stuff to be implemented later in native code) which is quite literally sphagetti code, and also includes custom elements written in unrealscript, a java-like language kismet itself was built from). This map won a contest and the developers of the game later incorporated it into the game. However, when they came to work with me to bring it up to professional spec, it was hard for them because none of it made sense to them - in part because I didn't really document a lot of it, but that's beside the point, the point is you can't just hand code to someone else and magically transform it into whatever you want it to be, because you have to study it first. And we already have a good idea how much of a mess the inner workings of the game are already.