Simply put, because it affects you.....our entire conversation is evidence of that.
It only affects me because the publisher wants to make it my problem!
I dont accept that. Toyota doesnt make car theft my problem. I dont have to sign in to read books on my kindle. Why do we make exceptions for game publishers?
If publishers didnt use DRM - which doesnt work anyway - it would not affect me at all.
I agree that it shouldn't, but it is also unrealistic to expect it not to. For example, if a game costs X, there is no doubt in my mind that publishers up the price to deal with piracy, just as retailers build a certain part of their markup in as shrinkage.
Not really. Why is it unrealistic?
Yes companies pass costs onto the consumer, thats to be expected. Higher minimum wage -> higher prices for goods. Same with piracy - if they are suffering losses due to piracy, more than likely they try to recoup that from sales. No problem with that...
...Except for a few things.
One, no one can define losses due to piracy accurately. Publishers grossly overestimate losses to piracy, because they always assume anyone who pirates a game would normally have bought it. Obviously, a Russian living on the breadline is not going to buy your game, if he cant pirate it. He will just not play it at all. So there is no lost sale there, there was never a sale in the first place. One game company, I cant remember which, said that for every 1000 cases of piracy, they stopped, they got something like 5 new sales. Think about that. Now tell me "losses due to piracy" are anywhere near as big as claimed?
The second thing is that while I could accept a little extra money on top, I absolutely do not accept DRM. DRM is a reduction of my rights. A little extra on top is pretty standard and in no way affects my rights. I can earn more money, but its incredibly difficult to take back a right once you have given it away.
And there is nothing about piracy that justifies DRM. Nothing. As we know, DRM does not solve piracy.
The real problem is that the industry itself is in trouble, and they are resorting to all sorts of schemes to save themselves. Games cost $60 years ago, they still cost $60 today. When you factor in inflation, that means that the price of games, in real terms, has dropped. But then when you factor in how expensive it has got, in terms of the number of staff that work on a game, you see the real problem. Costs have risen dramatically, competition is fiercer than ever, and the price is static or decreasing. Hence DLC - its usually the only thing that makes money. The actual game probably only breaks even if sales are like 2 million units and above.
Enter DRM. They feel they are losing money to piracy (although they arent losing nearly as much as they think), and they know they cant bump the price to cover piracy. Consumers would just not go for it. So some snake oil salesmen have convinced the aging publisher execs, who are probably pushing 60 by this stage, and understand business but not the business of games, that DRM is a necessity. Nevermind the embarrassing factoid that DRM is ineffectual. Its the only way they think they can externalize the "cost" of piracy onto the consumer.