While any design requires discipline, ECS systems have little or no coupling between them, and they very easily end up all over the place; in addition to the chaotic design, one ends up also not having an idea of what happens when.
For this reason I agree - developing games using an ECS design requires more discipline to manage complexiy, compared to an imperative one.
For this reason I agree - developing games using an ECS design requires more discipline to manage complexiy, compared to an imperative one.