I'd say it is actually the big publishers who have the longer track record of destroying the quality of games, than pirates.While that may be true, $10,000,000 dollars can buy you a much better anything than what can be made in a garage, story or graphics or whatever.
With that much, you could do what MASS EFFECT did and hire a whole team of writers to build a game containing more than 300 novels of script. And the visuals looked great, too.
Garage games are fun. Mortal Kombat is still fun, and so is command and conquer. But you get what you pay for. No one is going to work as an organized team for free. Not many, anyway.
For free, no. Although I could argue that many professional teams start out either as modding teams or volunteer teams, both of which work for free initially. Some years back, when I was just starting out with the graphics, I had the opportunity to witness a formation of one such team. Guys making a fantasy RTS game, programmers, sound and graphic artists, writers, all pitching in with their skills and free time to work on their dream.
Many don't make it, but some do - and later on we read about big publishers buying them out and stiffling all that creative energy in the name of the allmighty dollar with "smart" business strategies such as rushing the product out before it is finished because Christmas is coming.
Games are interactive art. As such, they intrinsically should escape pricing, deadlines, rushing, target audiences and all those things which "guide" their creativity when creativity clearly should be kept wild and free.
Unfortunately, the bigwigs at the publishing companies do not see it that way. They only see numbers and bottom lines.
As for Mass Effect... don't always believe what the game PR tells you. They tend to be like the ancient greek historians - always multiplying the figures by a factor of 10, or in the case of Mass Effect, 100. I took time playing through and unless those novels have 2 pages each, I sort of missed on the whole 90 000 pages of written or spoken text (average novel is about 300 pages).
You've seen it many times if you are a gamer.
Hundreds of units! (actually, only about fifty in all)
Many new foes! (five in total)
...and so on.
If you want to see a game which does have several novels (still not 300) worth of dialogue, and general text in it, check out Albion. I never finished it, because it was so long. Had a blast playing it though.
Bottom line: money can buy you "technical" stuff. Great engine, great tools (licences for professional development tools tend to provoke a groan in anyone who is on a limited budget), big teams of professionals.
But money can't buy you ideas. Nor talent. Creativity is also outside of its paying power. And these things stand at the core of a great game.
I don't care about the fluff. I care about the art that are games. And *that* pirates will never destroy, just like copycats can never destroy an artist's need to express themselves. People will always make games because people like to play games. End of story.