I haven’t done much choice IF because the eventual explosion of branching paths and alternate endings I have to write detracts from the main point of the story I want to tell. I write with a single goal and ending in mind, so anything splitting from that will feel abrupt and unsatisfying. Someone could easily make the choices that led to an ending that wasn’t the one I had in mind, be disappointed, and quit. But if I don’t make use of the choices and branching, the format doesn’t necessarily add anything to the experience. This is why I try to go for more linear, adventure-type games, because the ending the player experiences will always be the one I was building towards.
Additionally, I don’t think my stories lend themselves much to a game format. There’s not a lot of action and most of it is character dialogue, so that can get kind of boring. I write in the style of a TV script, and putting it into a game where you take charge of one of the characters re-evaluates the tone in a distracting way – it feels like it’s judging you for your actions, not focusing what the character is doing. I don’t have much experience coming up with, or programming, fun puzzles that would make the gameplay worthwhile, either.