Simply blame the bastard-child pirates....and keep away from THEIR feeble 'justifications' for their actions.
Yes, lets do the easiest way and play the "idiot customer" role. After all, it is the right of large corporations to ram spiky things into rear orifices of common people. Why should that right be questioned! They're corporations. They're always right.
Well yeah, we can do that, only it won't make piracy go away in the slightest, and it certainly isn't going to change the way the market works. I have to stress once again, I am all for people protecting their work, but this needs to be done in a proactive way. Imposing restrictive DRM schemes simply doesn't work - you only hurt the paying customer who is then more likely to download illegal copies in the future than if he got a hassle-free product. While at the same time, and here's the real kicker, pirates go through that "protection" like a hot knife through butter.
So what's the solution. Doing nothing is always the easy answer, but as we all know, doing nothing changes nothing. I think the ball is with the corporations now. They can continue to do the Darth Vader routine and choke the life out of loyal customers while the "rebels" go scot free - or they can change their attitude towards the overall situation.
1. Lower the prices; current prices create an extremely competitive market where the average customer can afford only one or two titles a month (keep in mind the majority of gamers do not have steady and affluent incomes). Lowering prices will not only expose a title to a wider audience, it would also allow individual customers to purchase more titles in a given period of time, instead of maybe purchasing one and then pirating the next two or three due to lack of money.
2. Reduce budgets; bloated budgets are probably the number two reason why prices are so high (corporate greed being number one as usual). Game production budgets are starting to resemble and in some cases outmatch budgets usually seen only in the context of big, flashy Hollywood films, while at the expense of actual content and gameplay. We are seeing exorbitant ammounts of effort being poured into visuals, movie star voiceovers etc. while there seems to be a trend to reduce gameplay hours, actual playable content etc.
Now, if you look at the recent indie games released or in development, you will see that such vast amounts of money are not mandatory if you want to make a good game that sells. Gamers first and foremost want good gameplay, not a pissing contest in who can cram more polygons into a scene. We need games, not tech demos.
3. Quality customer support. Need I explain this? A well treated customer is a happy customer, and happy customers are better at advertising than any commercial.
4. Quality community relations. As I said before, keeping in touch with your potential buyers is vital. People who feel a sense of camaraderie with the people who make the actual game are far less likely to just download a free copy off the net. That is much easier to do when dealing with faceless corporate behemoths.
The above is how you fight piracy. Or you can continue to scream like a little girl/shut your eyes/invoke the wrath of gods and accomplish nothing.