Au contraire, mon ami! The developers have stated numerous times they're going for realism. They want these animals to feel like physical animals with a physical presence. They've chosen physical attacks instead of fireballing everything, to add to that realism. By that same token, they should go for realistic animation and motion too. You can't have an illusion of a large, heavy animals without incorporating their physical respnose to natural forces. This doesn't need to affect gameplay at all either. I've played games (mostly space shooters) where you can hover on the spot shooting at a target, and I personally prefer games that force forward motion where you have to straffe targets, pulling away in the last minute to avoid collisions. If Factor 5 want the game to have hovering, that's fine - that's their game design. It should just have some beating of the wings to show the dragon's physically lifting itself into the air. As it is, the dragon flies along at 200 mph, getting lift obviously, whether it's truly aerodynamic or not, and then slows to 5 mph and still gets enough lift to stay in the air. Don't you think it'd look a lot cooler and more convincing of mass if as the dragon slowed down, it beat it's wings with deep, hollow 'whoofs'?