Pirates will not get what they want, and neither will many legitimate customers, once publishers figure out the lesson of piracy: pirating the client is easy, pirating the server is hard, divide value accordingly and retool your business model to suit.
I just opened my Kindle today and am having a "Wow, I'm living in the future" experience, so let's roll with what living in the future looks like for gamers:
1) The bestselling American PC game (dominating the industry, with 4 of the top 20 slots) will be a $60 paperweight without a $15 pay-per-month account, verified server-side.
2) There will be an explosion of what is euphemistically called free-to-play games, which are actually free-to-trial and then turn on aggressive monetization within minutes of starting. All content is locked down on the servers. Anything you buy can vanish at a whim. There is generally no maximum price for the game -- they are designed to extract more and more money from you the more you value the game.