Well, that tears it:
Gameplay dictated character death is too videogamey!
Seriously, though, you can hardly compare the experience of dying in a first-person shooter, where the 'penalty' for death is losing the weapons it took you 30 seconds to collect and waiting a fraction of a second, and the experience of dying in a tabletop RPG, where the 'penalty' for death is potentially hours of being out of the game, potentially losing all the character development you've done to date, and, until
true resurrection becomes available, certainly losing many hours worth of XP.
I'd be very curious how the 'entertainment' factor of death in Halo compares to the 'entertainment' factor of death in, say, a JRPG, especially if it's death at the hands of a random encounter toward the end of an hour-long dungeon with no save points. I've known plenty of people who have fun with the former, very few who have fun with the latter.