I've always wondered the same thing myself. The way I see it, the player will always control a perfect character that never failed, never died, was extremely lucky and, even if he was the rookie, he acts like a pro. he might even manage to outlive the rough veterans he hangs out with. The game will never focus on the sidekick who died a while back, no. You will ALWAYS be perfect. It bothers me, but at the same time I've realized that controlling a lame, weak character is not exactly appealing. And sadly, most people will prefer to play as Mr./Mrs. Perfect than the realistic kid who, in reality, is just as lame as the player itself. See, we don't need to be reminded of our reality. So we just roll with this unrealistic universe. I know I do. So dying, respawning at the beginning of the level or whatever and doing that all over again is unrealistic but needed.
Yeah, I praise games who have managed to find a way around this. Heck, Mario 64 did this beautifully: If you receive enough blows, Mario gets weak and is eventually pushed out of the painting (I forget exactly why, though) and then he starts all over again. This way, we don't play as the "perfect" Mario. We see him fail and try again and again, all within the same timeline. Prince of Persia is, obviously, another example, though I gotta say that I don't like it as much. Like Yahtzee mentioned, it happens within the same universe/timeline and since there's not a pivotal moment between "dying" and going back to where you were before you died, it almost feels as if I didn't do something wrong. For all I know, I could have pressed the rewind button by mistake.
But the bottom line is this, I think. An overly complicated mechanic that could replace death will only scare players away. We're ALL lazy when we play games, in one way or another. When you die, you don't want to go through a small bonus level that will require you to work your way back to the living (I'm reading some past comments and this is also based off one of Yahtzee's comments). You don't wanna wait; you just want to go back to the main level and kill whoever killed you. You don't want the game to remind you that you failed, you just wanna pretend it never happened. And I think this is why the die/pop back in/ play again mechanic is still so popular. But that's just me.
Yeah, I praise games who have managed to find a way around this. Heck, Mario 64 did this beautifully: If you receive enough blows, Mario gets weak and is eventually pushed out of the painting (I forget exactly why, though) and then he starts all over again. This way, we don't play as the "perfect" Mario. We see him fail and try again and again, all within the same timeline. Prince of Persia is, obviously, another example, though I gotta say that I don't like it as much. Like Yahtzee mentioned, it happens within the same universe/timeline and since there's not a pivotal moment between "dying" and going back to where you were before you died, it almost feels as if I didn't do something wrong. For all I know, I could have pressed the rewind button by mistake.
But the bottom line is this, I think. An overly complicated mechanic that could replace death will only scare players away. We're ALL lazy when we play games, in one way or another. When you die, you don't want to go through a small bonus level that will require you to work your way back to the living (I'm reading some past comments and this is also based off one of Yahtzee's comments). You don't wanna wait; you just want to go back to the main level and kill whoever killed you. You don't want the game to remind you that you failed, you just wanna pretend it never happened. And I think this is why the die/pop back in/ play again mechanic is still so popular. But that's just me.