Multi-path plots. (A lot of people seem to feel this is easier to do
in IF than in graphical games - which I'm not sure I believe.)
More generally - strengths/weaknesses of developing IF compared to
graphical games
The blank-slate PC - I've seen a lot of talk about this recently - in
blogs and in game-reviews. I think you find them both in IF and
elsewhere. Although in other games, at least RPGs, you get to
customise your characters stats, which gives them at least some
dimensionality. But I guess that could be independent of the PC's
personality. Speaking of RPGs, there's also the Chosen One archtype -
which you definitely see less of in IF. Probably because Chosen Ones
often have to fight bad guys and fighting could be hard to do well in
a story-based system. Anyway, this might lead on to...
Types of tales told in graphical games vs IF (It would be nice if I
could do something other than contrast, wouldn't it.)
I think the conversation thing is still valid here. Whether it's
spoken or written, generating interesting and immersive dialogue is a
challenge most games face.
General game design concepts: Pacing, Side-quests, Reward - these all
seem less interesting. Maybe pacing isn't - scenes vs levels,
plot-arcs, etc.
I think we're hoping to submit our panel ideas pretty soon, so the
more input the better O hive-mind...