It came from a part in the documentary where it was discussed how important puzzles are in a game, and if they're even necessary. In particular the little talk with the Superbrothers Craig Adams and the co-writer Erik Wolpaw around 11:30, where one of them basically doesn't like puzzles at all and the other said he wouldn't miss puzzles in an adventure game.
Adams was however talking about the specific mechanic of classic inventory puzzles, and as I've mentioned in another post, Loom for example didn't have inventory and was still a great game with great puzzles.
Of course the game will have puzzles in it, it's just the thought of an adventure game even being possible without puzzles got some people, me included, worried for a second, because good and well designed challenging puzzles are what I missed most in recent adventure games, so I was in particular looking forward to those in DFA.
At 12:34 Tim says leaving puzzles out wouldn't make sense for the game they are making, and later when he talks to Wolpaw he's told to just make one in his old "bad" style. Just trying to figure out if we made some mistake in the editing process that made it unclear.
I thought it was very clear, though maybe people were just reacting to the possibility of no puzzles, and were too distraught to listen to the next minute of the video or so.
Or something else.......it does seem a little weird that so many people missed the part where Tim said that puzzles would make sense for DF adventure.