Your argument is implicitly based on an assumption that piracy/sharing reduces income/profits. I'm not so sure this assumption is correct; at least it hasn't been demonstrated as true (AFAIK).
It's absolutely been demonstrated to be true, many many times. Do you think game studios, console makers, movie studios etc put money into DRM because none of them understand their own business?
There are lots of people who spoken either on or off the record who say the same things: the moment their copy protection fails, sales fall off a cliff and you can see it in the data. For video games it's even worse. The general figure I see for video game piracy on the PC platform is around 90-95% of players are not paying for it, yet, often they are still consuming resources on e.g. multiplayer servers.
Movie studio executives have graphs of sales and you can see the point at which high quality rips were uploaded to the internet.
>The general figure I see for video game piracy on the PC platform is around 90-95% of players are not paying for it, yet, often they are still consuming resources on e.g. multiplayer servers.
Hang on a sec. If you pirate games, you can't get online on the official servers, that's the whole downside to pirating and the reason so many games now require always-online. Once the game is released through a torrent site, that's it, the developer has no more hand in it. The whole point of cracking a game is to cut the umbilical cord of DRM and online-based play.
You can limit the official servers to people who have a license key.
Plus, DRM is its own detriment. Some days ago I saw Child of Light on sale on Steam and was going to buy it, but then noticed it has uPlay DRM. And as we all know uplay means nobuy.
Personally, I'd rather have no DRM and less games, than more games that need to strongarm people into paying.
It's absolutely been demonstrated to be true, many many times. Do you think game studios, console makers, movie studios etc put money into DRM because none of them understand their own business?
There are lots of people who spoken either on or off the record who say the same things: the moment their copy protection fails, sales fall off a cliff and you can see it in the data. For video games it's even worse. The general figure I see for video game piracy on the PC platform is around 90-95% of players are not paying for it, yet, often they are still consuming resources on e.g. multiplayer servers.
Movie studio executives have graphs of sales and you can see the point at which high quality rips were uploaded to the internet.
Example:
http://www.develop-online.net/news/lgc-2013-sports-interacti...