As far as I can tell, there are only three reasons for someone being a pirate: lazy, cheap, and a douche-bag. It takes someone with the mental maturity of a five-year-old to honestly make some of the rationalizations I've seen to justify piracy and to have such a complete lack of understanding and disregard for the total costs that go into making a game, or any product, for that matter, and there are many costs far beyond just the development(not to mention, there is an entire chain of economy that is partially supported from the sale of video games). If you can't afford it, just learn to live without it and move on, but don't go on to take it anyway because you have to have it and then try to make rationalizations that doing so is okay just so you won't feel bad about it; that's just being a child. At least have the decency to admit to yourself that what you did was wrong.
Also, I've never bought into this "a pirated copy is not a lost sale, anyway" argument because, to me, the math just doesn't add up. I have total costs C that surround making a game; this includes not only the cost of development(by the way, the salary that someone is paid is not all of the total money a company pays out for having that person in employ) but the costs of staff, distribution, advertising, storage, space rental, utilities, shareholder dividend payouts, licensing and royalty fees, legal fees, reinvestment for expansion, etc. This doesn't include the additional costs of a retail store in selling a game to you, but it has to be figured into the final cost of the product, because everyone in the chain requires their particular cut to remain in business.
At any rate, this total cost has to be balanced against the revenue received for the sale of the game, namely C <= (price per unit)*(number units sold). If the price is too low or the number of units sold is too low, then the equation is not balanced and a net loss is incurred. Before sale of the game, one can only make a guess regarding expected sales. If sales are expected to be high, then one can charge a lower price to balance the equation. If one expects low sales, then one has to charge a higher price to balance the equation. Conversely, if one is restricted on the price that can be charged, such as knowing no one will pay more than $20 for a particular game, then the business is gambling on sales meeting a particular number in order to balance this equation. Naturally, if this requisite sales number is not met, due to people simply not buying(regardless if they pirated or not), then a net loss is incurred. Essentially, the business did not achieve the sales they needed to balance the equation; those needed sales were lost.
When equation is not balanced and net loss is incurred, the usual reaction is to lower the price to achieve more sales. However, this is more a loss-cutting strategy and not intended necessarily as a means to balance the equation. Usually in such a situation, the business is forced to take a loan to cover the balance of expenses that were not compensated in sales(either because not enough units sold or the price was insufficient). However, loans have to be repaid, and the business can only incur just so many such losses before it is too much in debt and no longer able to sustain itself.
The real problem, as I see, that piracy presents is that it completely skews the ability to estimate potential sells. This causes problems with adjusting prices appropriately to respond to the market, and it poses considerable difficulty when planning the financial feasibility of future product development and business expansion.
The overall danger is that the industry, as a whole, must change and adapt to remain solvent and sustainable. Either the cost structure and business model of making and selling games has to change, or new methods have to be developed to ensure sufficient sales occur to balance the equation(this includes using DRM). If something is not done to change the situation, eventually businesses will be forced to cease operation, reducing the overall vitality of the industry.