I understand what you're trying to say.
Piracy is not as simple of an issue as most people try to put it.
The rate of piracy of a thing comes down to 3 key things: Demographics. Demographics. Demographics. 
If *I* were making a first person shooter, I would probably put pretty restrictive DRM on it because that demographic is much more likely to pirate.
IF something is easy to steal, people will inherently, even unconsciously, reduce their view of its intrinsic value. As a result, people who can afford to buy expensive hardware, pay for their monthly iPhone bill, etc. suddenly "can't afford" a video, music, or a game because they subconsciously treat paying for it as a luxury.
The reason Stardock's retail products don't have DRM is because we have made the determination that OUR demographic is inclined to pay for software and is very sensitive to any inconvenience. Thus, we don't put in obnoxious copy protection because we would lose more sales as a result than we would gain from putting DRM on it.
That said, there are regions of the world where the demographic simply won't purchase IP unless they have to. A Chinese version, an Eastern European version, a Russian version, etc. would have something on it because (and I realize this is politically incorrect but it's reality) their cultures don't value non-tangible property like people in western Europe, North America and Japan do. That isn't to say that everyone in those territories is a pirate, far from it. But the level of casual piracy in those territories exceeds the threshold where you gain more by being generous than by protecting it.
People who say anything can be cracked are both right and wrong. I used to crack games for fun. I didn't distribute them but it was a great way to play with Turbo Debugger and learn assembly language back in the day. But the Internet is changing that. Pretty soon, parts of these games will be server based and at that point, publishers will have the option to require a net connection -- a constant one - to play and that's a whole new level of pain.
My own view remains the same - don't treat your customers like criminals and they will reward you with increased sales. But that is a view that is heavily based on the type of games we make and where we sell them.