I&#x27;ve been working a lot with something similar to Blueprints. We see it primarily as a way to allow non-coders to build a lot of the game logic. As programmers, we make reusable entities which are then connected to each other in a visual environment. Working in this environment requires little understanding of technical matters.<p>It&#x27;s certainly not perfect. In practice, I quickly found that it adds a new level of obfuscation, due to the physical constraints of the 2D-space in which it is being visualized. In short, it easily becomes a mess of tangled connections and sometimes you may have difficulty physically locating the block you want to interact with.<p>Still, there&#x27;s not a doubt in my mind that this is a great tool. Not a great tool for a team of programmers, but a great tool for a game studio as a whole. It allows designers and artists with limited technical knowledge to prototype game modes and develop user interfaces, without involving any programmers. Sure, they may need some help from software engineers who create new entities or guide them towards a cleaner design. The end result is still impressive: non-coders are building large parts of the game logic in a very intuitive way which requires no knowledge of code of any kind.<p>In essence, I see this type of language not as an alternative to writing code, but as an amazing tool allowing non-coders to to develop large portions of a program&#x27;s functionality. Naturally, my own experience is essentially limited to the niche of game development. I don&#x27;t know how useful this would be in developing, say, a website centered around an online shopping portal.