I was on the show, and rambled a lot about this topic of failure, but one thing I don't think I mentioned was in response to @Axel's (hopefully tagged correctly) question:
"...it’s hard to be creative and come up with fun complications to simple actions that happen frequently."
I agree that it takes some work coming up with constant thematic and fun complications. One way I've seen this handled is by asking the table: "Hmmm... what do you think would be an interesting complication here?" Of course some folks aren't into this distribution of narrative authority (some GM's don't like to cede the control, some players don't like the responsibility, some people just aren't into the metagaming aspects of it), however I love how this has worked in practice, since often some of the other players in the table come up with something better than I would've thought of. In the end, it can still be the GMs decision as to what is used, but open sourcing can be fun!
A game that mechanizes this to some extent (or at least it's in the rules) is Trophy, which, when you ask for a "devil's bargain" has you ask the table for suggestions, before the GM settles on one.
Otherwise I'd just suggest looking around for lists of PbtA complications online, cause I've seen some lists that could be great to look over for help. That, or for games like PbtA look at the list of "GM moves" for suggestions and directions on things. Often something that isn't used enough is the "show offscreen badness" type move, where instead of having the player's success complicated, have them succeed, but then also show what ELSE is happening (you hear a crash / see smoke in the distance) or mark countdown clocks (per some PbtA and forged in the dark games).