The Deus Ex games I think do a very good job of allowing the possibility of continuing the gameplay without the death of people. The first one was alot harder at times, but with Human Revolution I allowed myself (as Adam Jensen) to kill when it felt right in the context of opponents taking lives in the immediate environment, but if you make the decision to not kill, I felt the mechanics supported such a playthrough.
(For reference, I killed people twice; both times in Hengsha funnily enough. I'll be vague, but the first time during Adam's first time there, when Belltower arrive at the hotel, the second time when you first *land* the second time you go to Hengsha.)
What if Mike's future murderer is listening to these podcasts?
The artworld (or community) can't agree on alot of things, like what makes art art. Personally, I think art should sometimes shock or change perceptions, but that doesn't mean ALL art should do that.