PART 2 - FOUR HIDDEN CHIMNEYS CHAPTER 8: THE SHIELD OF SCREWTAPE Agile Manifesto

"By 2002, Dan Houser viewed cohesion rather than raw technical feasibility as the main constraint on which game features to include"

At about 00:54:10, Dan Houser explains that by 2002 almost any desired game feature was technically possible and that the harder problem was making the features cohere, directly illustrating complexity migrating from feasibility toward integration and creative coordination.