I understand what you are saying. But I said that in the other thread of mine already. I’m not thinking now as a “game designer”, or “game programmer”. I do think now as a programming langue designer or tool developer. What I do shouldn’t be confused with the excuse that I don’t understand something or find it too hard.
I was making an extension for Unity called Essential State Machine. It was supposed to be a perfect mix of PlayerMaker and NodeCanvas. Obviously, this project is dead now since I’m strongly considering to stay with UE4. But I noticed back then already that such things indeed need time. I will only take notes and raise some ideas regarding UE4’s “thick” programming solution for now.
M$ is implementing a module system for C++. Let’s see how this is going to turn out. Headers are obviously not ideal for “scripting”. So a module system for C++ would change a lot.
Blame id Software for my “technological ambition”. Quake 3 wasn’t just some perfect game for me, but also an icon of technological superiority. And programming itself alsways mattered to me.
So node graphs are a toy that looks like Lego. And C++ is the hideous sister of C#.