Sometimes to get a positive result, you need to appeal to people's baser instincts, not their better angels. Is Dawngate's karma system a better solution to changing player behavior than League of Legends's honor system?
What I admire about Nocturne's design is how its function reinforces the theme of the character himself, going so far as to evoke visceral emotional responses and actions in players themselves that make sense given the horror that Nocturne is supposed to represent.
The option to “continue” changed the nature of death in games. It could certainly remain an annoyance and a sign of failure, an indication that the player is not executing well, but frankly, any number of games also seem to use death as a feature, as a necessary mechanic for play.
It’s a very satisfying experience to kill in an online competitive video game. It makes one aware that one’s efforts are significant in, perhaps, the clearest, most visceral metaphor possible. I just made someone else dead.
League of Legends contains all of the basic elements of role playing, combat with foes both great and small, developing a character's skill sets on your own terms, and generating enough loot to make yourself a god, just served up really, really, really quickly.