That's the catch-cry of the beleaguered organisational peon (the artist in this instance), and (as a information technologist) I have heard it again and again, especially when cottage-industries must make the leap to commercial production. I'm not suggesting that technology is the beginning and end of game design, I'm suggesting that, given enough paper, an artist will doodle inefficiently; a "map" to help artists direct and focus their efforts will only be useful, if taken in the correct vein. Of course if artistic-types become militant, then all that creative effort that might have been efficiently directed into a great game will be wasted on internecine warfare.
I think it really all depends on good management, which is outside technology and art, and in very short supply.