I just have to comment on this topic.
Because I think that it´s not that easy.
"If you can´t afford it, don´t buy it!", for example.
It´s quite simple - if one can´t afford a game, the company producing it will not get money from this guy.
So, the respective won´t-be-customer can get his hands on a "license-infringed" copy of the game without harming the company (at least, if he doesn´t use online-servers and by that causing traffic which costs the company).
In the end it´s all just about getting your game (or music, or movie, etc.) to as many people as possible, making as many money as possible.
In order to sell as much copies of a game as possible, the best thing to do would be to sell it for an individual price to every customer - if the customer is a millionaire, he can easily pay 500 bucks, if he can´t afford the game, you can just as easily give it to him for free.
At least that´s the theory.
Because, especially when it comes to games, in reality you can´t demand different amounts of money from every customer.
You may have a collectors edition and maybe even an extended collectors edition for those people who absolutely love the game and have the money to spend 20-30 Dollars more on the game, but those editions also cost the company more money in producing them.
Still it remains true - if somebody can really not afford a game, he or she may just copy it without harming the company.
Getting a game out to as many people as possible can also be quite positive for a company.
The problem is just people copying games and not buying them, even though they COULD afford it.
And probably even jamming the online servers with their amassed presence while complaining about how bad the cracked version the game was in general, thus influencing others not to buy it.
It even get´s more complicated when people copy a game, play it a while and then buy a low-budget version of it a few weeks or months later, even if they could have afforded buying it for the full price and do like it so much that they also would have done that, had they not had already copied it.
Buying a game for one fifth of it´s original price will also generate something around only one fifth of the income for the company.
Now I´m a little bit torn, because on one hand I absolutely hate DRM-measures, especially when they demand a working internet-connection, but on the other hand I´ve seen so a great many developers going down the drain in the last 10 years.
New World Computing (Might & Magic) - gone. Origin (Ultima, Wing Commander) - gone. SirTech (Wizardry) - gone.
Iron Lore (Titan Quest) - gone, Flagship (Hellgate: London) - gone not even a year after releasing Hellgate: London.
To name only a few.
The last example on the other hand shows a problem that could be responsible for illegitimate copying of games in the future - that I as a customer can´t depend on the developer anymore.
If I buy a heavily DRMed game today, the developer could be gone tomorrow, closing his servers, leaving me with a game that can´t be played anymore.
And looking at Silent Hill Homecoming, this scenario isn´t that far fetched (Said game has a great amount of critical bugs that have never been solved, featuring one single patch that can only be downloaded via steam, and even that doesn´t work for quite a few customers. Support doesn´t seem to be existent.), meaning that it seems legit to asume that at least quite a few developers wouldn´t even give out a patch to remove the DRM, before they shut down business, if there are developers that don´t even care to patch a game to a playable level.
Today it seems like (some) customers and developers were at war, harming both.
And I´m asking myself if something could be done about that for the benefit of both customers and developers?
It probably would help to make it "kewl" for game-leechers to buy games that you like, as soon as you can afford it. 
At least, that´s what would make the most sense - to get those people to buy your games that would normaly just copy them. Like some guy from Iron Lore said 2 1/2 years ago - "If only one tenth of those guys would have bought the game, the company could still be there, producing a sequel." (freely quoted)
And when I´m looking about what was said about Demigod (18.000 sold copies, 120.000 users online...), that seems true to me.
Honestly, I was a little shocked when I read about that. Would never have imagined, that THAT many people copy games, especially not in the first weeks after they´re published.
These numbers should really be passed on to the game-leechers, perhaps then they would realize how much impact they have.