In most of the articles I have read, the focus has been on game objects; their collision, rendering, physics, input etc, and how an object is just a container declaring which components are relevant to itself (creating instances of them) - thus components have very little knowledge/dependency on each other.
However, in the articles/examples....very little is said in terms of things I viewed as outside this scope. i.e. initialisation of wider elements (windows, dx devices) or game states.
they dont talk much about that cause its general consensus to not use the component system everywhere, and use where it is mainly funcional, for example large collision systems
so they system knows only a lot of position components and doesnt care about the many other info, like their textures, who is moving them, their HP and so on, here component is very efficient
there are even possible system where the component methodology isnt very efficient at all, like some kind of ai etc
you just have to adapt your game to your needs not follow brainless a system you read about
that said after i implemented an entity component system in my game its very very handy, manipolating data its much much easier and also being my game a rpg its less headache to add new items, proprieties, equipment and spells with strange behaviours etc etc
just try it out and dont worry too much, if something seems too hard or not worth, keep your old model and use that