So, get rid of it. Create a game with a tutorial area, a mid level and an endgame that kills you. Then you restart the game, skip the tutorial and try a different path.
You can end a character without killing it: in our pen and paper role playing group we've had several characters that retired from the adventuring life. It can be an individual goal that has been achieved (avenged my brother's death) or a group goal (defeated the big evil), but at some point it just makes more sense for a character to settle down than to continue as an adventurer.
It could even be done on a world scale: if all players together defeat the big evil or if one faction defeats the other, the server could be put in "archive mode" where you can still log in and enjoy the views but have no further conflicts to resolve. The players would then create a new character and save a different world.
I think the reason no MMO dares to do this is that such an end of a cycle is a moment at which players will ask themselves whether they want to continue playing in the next cycle or drop out. It's a pity in my opinion, as it reduces the meaning of the player's actions, since nothing ever really changes in the game world. It seems to be a trend in mobile games as well: "games" designed to keep the players busy rather than give them memorable experiences.