Hm. Not sure if you're suggesting that the gaming surface would be
displayed as a 3D surface, like as if it were a texture on a 3D object? Or that the game would be presented in 2D but that the 2D gaming surface portrayed would have a geometry corresponding to some arbitrary 3D surface. Though both options would be interesting...
If self-promotion is okay
one valid example of this I think would be the game I made, Jumpman, which at a certain point runs through all the different possible ways of tiling on the plane:

I
think I can say that technically all topologies of flat 2-manifolds are represented in Jumpman (except there's one configuration that I barred because of a bug... no one seems to have noticed). (
If you're not sure what I mean by that maybe read this old everything2 article, it presents the standard math-textbook way of classifying manifolds but then uses Asteroids to explain what it means.)
Although I think most or all of these Jumpman levels can be embedded in 3-space (say as a torus or sphere or something similar), however, this is still a far cry from
arbitrary 3D surfaces. For one big example no
curved surfaces occur within the game...
I have a number of ideas about setting games within more unusual topologies but don't have anything to show for them yet...
Another interesting thing to look at here is Increpare's
Mirror stage, which portrays some much more elaborate surfaces than Jumpman does (and surfaces which are easier to imagine as being "in" 3-space to boot?)... there's some sense though in which the surfaces in Mirror Stage are still all "flat" (my math vocabulary is starting to fail me here, sorry).
