One thing that excites me more than almost everything else in game design is the possibilities of scene change. In my Unity course, this is just used to switch between levels in a simple casual game, but the possibilities for future projects are interesting. In fiction writing, a scene change must be plausible in most cases, at least when you write a coherent story in which you follow characters that accept the world as their reality and not a surrealistic dream. You can do a surprising scene change, which can be a good dramatic technique, but in most cases, it needs to be explained down the line.
In games, though, I see potential for a more radical approach with scene change. I imagine that abrupt changes between very different scenes would not disturb the overall immersive effect or even improve it. Why? In fictional texts, the recipient renders the scene in her or his head. In my experience, this human rendering process works best if you are immersed and don’t question the whole text and its structure, for example, because you are confused about the piece of art as a whole. In games, it is different because the rendering is done for you, so you take this hurdle at least and are not stopped by a logical brain that refuses to render something because it seems too absurd or unrelated to the previous scenes.
Still, there probably needs to be some kind of narrative connecting the scenes. But I assume that there is more room and acceptance for the irrational in games as an audiovisual, interactive medium.