Though depending on the game, ethics are often as deep as gameplay mechanics allow, regardless of how deep the designers built it. There's quite the difference between the Technical Pacifist and the Pacifist. If I'm going to sink a superfreighter, it won't affect anything if I leave unconscious bodies inside, and no-one will be affected, but I've heard of people who took the extra steps of dragging every single unconscious body onto the docks just so that they could justify their own pacifism.
Another Deus Ex example, just to illustrate. The game essentially forces you to kill a certain character at one point. You cannot knock the unconscious. However, through some clever environmental manipulation, it is possible to bypass the fight. The game won't acknowledge this, if I remember correctly, but I doubt that anyone chose to leave the exploit used. At another point NPCs react negatively and/or positively towards a player based on whether a certain NPC acted, rather than the player actually acted. If you go pacifistic, but accidentally trigger the event, well, JC will actually claim he killed a whole lot of people, as will other character, and they will negatively reward the player. I still don't think I'm anything less of a pacifist, so in this case my moral interpretation of the game goes "deeper" than the game itself.
Of course, some games have terribly broken morality, such as Mirror's Edge, which rewards pacifism, yet has a cutscene where the main character kills some mooks. Additionally, games that rely heavily on scripted events and a brute-forced narrative will usually have a more limited morality system than games where the player is left to his own devices, so there certainly is some relation.