Ah yes, I knew text adventures would come up Ok, can we agree that the vast majority of games are visual? Actually I could make an argument why even text adventures are kinda visual, your just painting images with words instead of graphics.
I understand all the arguments against blueprints and I acknowledged that they can get out of hand quickly (don’t have to, but they can). But again, the matter of contention wasn’t how good or bad they are, but just whether any game developer actually flat out doesn’t understand them, which I don’t believe can happen.
As for spaghetti blueprints: of course you can always use horrible examples to drive a point home, but I could do the same for code. As a developer I’m sure you’ve had your fair share of looking at bad, messy, horrible spaghetti code. So tell me, is that any easier to untangle than a mess of nodes?
I wouldn’t recommend completely avoiding blueprints even if you’re doing most stuff in C++, and Epic agrees with me by the way, that’s very much how they work internally. If you’re working with a team, most likely the question whether to use C++ only wouldn’t even come up because then no level designer or what have you could do any scripting at all. Your job as a developer will be to use the tools in a way that will enable and empower your team to work more productively, and if you don’t know the first thing about blueprints or flat out avoid them, you’re doing it wrong.
But you’re free to do whatever you want