Your poll options all(most) work together in a cyclical effect which I like to call "The stupidity of DRM tactics".
It goes like this:
The entire issue starts with the consumer not wanting to spend 60 dollars for a game. There are many reason for this ranging from not having enough money to do so or not being confident the game is worth being at that price range.
Regardless, from this initial refusal to pay 60 dollars for a title, three options come about for the consumer...
Pirate the game.
Buy the game Used for less.
Don't purchase the game.
In all three of these scenarios the developer makes no money which is bad for the developer.
To combat Piracy the developers decided to initiate DRM on all of their products to make it "hard" to steal by putting in all sorts of safeguards that their paying customers have to go through just so those nasty pirates don't get a taste of the product.
Piracy, however, doesn't really care about the carefully implemented DRM and within hours (sometimes even before it hits the shelves) the carefully constructed obtrusive DRM is broken and the game is available without the hassle that paying customers have to through. Oh yeah, and it's free.
Meanwhile, paying customers do not have the luxury of playing DRM free and as such they become annoyed at the game industry for treating them like criminals. End result here is that more and more people convert to piracy since the developer is already treating them like criminals.
On a slightly grayer side of the spectrum, Used Games, the developers are STILL not making any money.
To combat this, an entirely different form of terrorism, I mean DRM, is put in place to lock certain content from being played by the secondary owner of the game thus forcing the player to pay extra for a game that they have already legally purchased. (In some cases making the customer pay more for a used game than they would have for a new version of the same game).
End Result: Used Game buyers convert to Piracy since they are not only being treated like criminals but are actually getting fined for it. Keep in mind that Piracy is still free and is still without all of the DRM hassle that a regular paying customer has to go through.
Essentially, what I am saying is this:
High prices caused the problem.
Piracy was our answer to the problem.
DRM was their answer to our solution which only made the problem worse.
Lower the prices. Get rid of DRM. Make quality games that people WANT to buy. THESE are the solutions to piracy.
It goes like this:
The entire issue starts with the consumer not wanting to spend 60 dollars for a game. There are many reason for this ranging from not having enough money to do so or not being confident the game is worth being at that price range.
Regardless, from this initial refusal to pay 60 dollars for a title, three options come about for the consumer...
Pirate the game.
Buy the game Used for less.
Don't purchase the game.
In all three of these scenarios the developer makes no money which is bad for the developer.
To combat Piracy the developers decided to initiate DRM on all of their products to make it "hard" to steal by putting in all sorts of safeguards that their paying customers have to go through just so those nasty pirates don't get a taste of the product.
Piracy, however, doesn't really care about the carefully implemented DRM and within hours (sometimes even before it hits the shelves) the carefully constructed obtrusive DRM is broken and the game is available without the hassle that paying customers have to through. Oh yeah, and it's free.
Meanwhile, paying customers do not have the luxury of playing DRM free and as such they become annoyed at the game industry for treating them like criminals. End result here is that more and more people convert to piracy since the developer is already treating them like criminals.
On a slightly grayer side of the spectrum, Used Games, the developers are STILL not making any money.
To combat this, an entirely different form of terrorism, I mean DRM, is put in place to lock certain content from being played by the secondary owner of the game thus forcing the player to pay extra for a game that they have already legally purchased. (In some cases making the customer pay more for a used game than they would have for a new version of the same game).
End Result: Used Game buyers convert to Piracy since they are not only being treated like criminals but are actually getting fined for it. Keep in mind that Piracy is still free and is still without all of the DRM hassle that a regular paying customer has to go through.
Essentially, what I am saying is this:
High prices caused the problem.
Piracy was our answer to the problem.
DRM was their answer to our solution which only made the problem worse.
Lower the prices. Get rid of DRM. Make quality games that people WANT to buy. THESE are the solutions to piracy.