I remember some old discussions from another forum on how one may make the players actually give up in a fight. I stumbled upon players wanting to flee and that the players intentionally getting themselves killed in a game I created where they can't normally die. In a pulp game where you will always succeed with what you're doing, but with some side effects. Even with this premise, the players choose to flee or getting killed.
Here are some of the reasons why:
×  Any performance criteria for the PCs are removed, because they will always succeed.
× The game got a pacing mechanism. At the beginning of a scene, the GM creates a trouble and then throws some chips that shows how long the scene is. The thing is, the chips doesn't measure how dangerous the trouble is (monster, lava trap etc.), but how long the scene is. Three chips equals three actions from three players and then the scene is finished. If the trouble isn't resolved by then, it's not resolved and may come back in a later scene. So the players may finish the scene by fleeing or solving it in any way possible.
× It's a one-shot game that takes 1,5 hour to play, and you don't keep your character. You draw one character from twelve archetypes in the beginning of the session and give back the character when you're done playing. This means that you don't have a connection to your character and that it's a rather unnecessary investment to build a strong one.
× At the end of each act (a game consist of three acts that has five chips to create scenes), the players narrates how the act ends. In the final act, this allows the players to go out with a bang, sometimes killing them at the same time.
× They got full control over their characters, and if they get any side effects from their action, they may choose the side effects themselves (from a list). Both me and the game also push for player involvement when it comes to make up people and places. By doing this, by giving the options to the players, they may choose bad stuff for their characters to happen. It's like writing a personality: it's the bad stuff that's memorable.