This was also the disadvantage. Just the prospect of putting together another UKM made us all sleepy. As I said, good writing is good writing. That's the key. As far as the differences, interactive writing offers both more opportunity and more challenge.
Sheer volume is one consideration, but it's balanced by the chance to explore alternate paths.
I'm sure most writers who've composed dialogue have come up with two great lines and had to choose between them. With interactive, you can offer both and allow the player to make the choice. It's the ability to let the player choose and 'steer' the characters and story that make this medium so exciting for me. For me as well. Having Tex as the protagonist was very helpful.