Haha, I played the Ace Ventura game too, back in the day. That said, couldn't it be argued that to make a really good death scene, you'd also need to generate the same amount of art assets?
Furthermore, isn't it the case in most adventure games (I'm mostly thinking Lucas here) that you
can't make a
wrong choice; in other words, you find yourself pretty much stuck unless and until you can make the
right choice? In this way, it's very easy to prevent deaths, and I actually tend to prefer this kind of gameplay to "do the right thing or die" types of stuff. (Of course, I tried to formulate an alternative of sorts in
Chivalry is Not Dead...)