Replaying Splinter Cell: Conviction in a lethal manner results in many conversations between Fisher and Grim that I had no idea existed.
eg, first mission, - using the automatic weapon to destroy radio and kill operator results in, "wow...", "hey radio and radio-man, no way they'll know we're coming", "yeah but... messy...", "maria narcissa?", "are you trying to set me up on another date, Grim..?".
I had never heard this before in several years of playing this game, because I had never performed this action.
It was rewarding to discover new content for my actions and to receive the reaction from the handler.
It is "punished by"/results in a lower success rate at the end of the mission than for non-lethal/ghost-like approaches.
The objectives are still achieved, which is the ultimate aim. The play comes in how this happens.
In Dishonored, I played high-chaos run for steam achievements.
The violence I found distasteful, as I would look for it and act as a predator or psychopath (kill 5 enemies with razor? ok I use at a party on the civilians) - eventually so over-powered that there was little challenge and more opportunity for violence and destruction - the world became a "darker" place (rats) and it did not feel in-line with the character that was developing during the story, nor the backstory as protectorate and caring individual for the girl.
Often it was a case of coming up with elaborate ways to kill people as fast as possible (tempus, possession, move bullet, place mine) and a diversion only.
There was no tension nor as much action as there was in the discovery and trickery required in order to retain the low-chaos approach.
It is also the reason why I like less the 2nd game, as well as the 2nd "new" DX game - the characters are more super-hero and over-powered with a focus on corridor confrontation / take this route we have provided instead without soul. No middle ground. Black and White. Binary.
However, Dishonored based the consequences only on lethal/non-lethal - a binary consequence for overt and violent player action, similar the DX:HR (which ended the same regardless, it was only achievements that were rewards for foxiest of hounds, etc...).
This is not quite the same as the relay of an alert to be prepared as the enemy (ie, the thief) is on their way, where there is the potential for a spectrum of grey in the development of the player's experience and how they impose their personal ethos onto their character (or empathise / disregard).