Either it works and stays, or it doesn't work and publishers start to drop out of the market.I think this attitude is a big part of the problem.
The mindset that they can only be profitable by preventing copying, whatever draconian measures that requires, puts them in a box that will prevent any innovation, either in gameplay or in business model.
It may be that efforts at copy protection are well past the point of diminishing returns. Perhaps the investment in these technologies, and the resulting loss in customer goodwill, are costing more than the actual piracy.
Maybe the vast cinematography, scoring, voice acting, etc., aren't what gamers really want, and the "big budget" games are really throwing away money. Maybe gamers just want new ideas like Tetris.
But the idea that "this DRM must work or the industry is doomed" will prevent the publishers from discovering these approaches, or others like them.