Can you say more about this?
I think I may have stumbled on a similar insight myself. In a side project (a roguelike game), I've been experimenting with a design that treats features as first-class, composable design units. Here is a list of the subfolder called game-features in the source tree:
actions
collision
control
death
destructibility
game-feature.lisp
hearing
kinematics
log
lore
package.lisp
rendering
sight
simulation
transform
An extract from the docstring of the entire game-feature package: "A Game Feature is responsible for providing components, events,
event handlers, queries and other utilities implementing a given
aspect of the game. It's primarily a organization tool for gameplay code.
Each individual Game Feature is represented by a class inheriting
from `SAAT/GF:GAME-FEATURE'. To make use of a Game Feature,
an object of such class should be created, preferably in a
system description (see `SAAT/DI').
This way, all rules of the game are determined by a collection of
Game Features loaded in a given game.
Game Features may depend on other Game Features; this is represented
through dependencies of their classes."
The project is still very much work-in-progress (procrastinating on HN doesn't leave me much time to work on it), and most of the above features are nowhere near completion, but I found the design to be mostly sound. Each game feature provides code that implements its own concerns, and exports various functions and data structures for other game features to use. This is an inversion of traditional design, and is more similar to the ECS pattern, except I bucket all conceptually related things in one place. ECS Components and Systems, utility code, event definitions, etc. that implement a single conceptual game aspect live in the same folder. Inter-feature dependencies are made explicit, and game "superstructure" is designed to allow GFs to wire themselves into appropriate places in the event loop, datastore, etc. - so in game startup code, I just declare which features I want to have enabled.(Each feature also gets its set of integration tests that use synthetic scenarios to verify a particular aspect of the game works as I want it to.)
One negative side effect of this design is that the execution order of handlers for any given event is hard to determine from code. That's because, to have game features easily compose, GFs can request particular ordering themselves (e.g. "death" can demand its event handler to be executed after "destructibility" but before "log") - so at startup, I get an ordering preference graph that I reconcile and linearize (via topological sorting). I work around this and related issues by adding debug utilities - e.g. some extra code that can, after game startup, generate a PlantUML/GraphViz picture of all events, event handlers, and their ordering.
(I apologize for a long comment, it's a bit of work I always wanted to talk about with someone, but never got around to. The source of the game isn't public right now because I'm afraid of airing my hot garbage code.)