I am proud to say that I have never downloaded a cracked version of a game! I sometimes download emulaters to play really old games, because those games are simply not available to purchase any more. I'm not sure if emulated games are the same as cracked games; if you believe they are, then disregard my previous exclamation. Even if I did want to download a cracked version, I wouldn't know how to use a torrent, however I choose to believe that this is due to my morals rather than just thick-headedness. So there.
I am a big fan of the "In Rainbows" style of "Pay-What-You-Want" digital distribution. To those not familiar with Radiohead, basically you paid whatever you thought the album was worth, you downloaded it, and it was yours. No disk protection/nasty licensing gremlins trying to steal your stuff. Simple as that.
As has been stated, as has been alluded to by the statistics surrounding the pirating of World of Goo (Note that I use this as an example delicately, as many still dispute it), people don't crack games because of DRM, they do so because they don't want to pay. Fine. Okay. If people don't want to pay for a game, but still want to play it, they will pirate it. Let's take this as an accepted fact. Now, let's assume for a moment that some people don't want to buy a game for the DRM, and will pirate it for that reason. The pay-what-you-want plan eliminates this as well. So, basically, what you have is a product that is absolutely, completely, ineffably pointless to pirate. If you can already get it for free direct from the producers, then why would you need to spend time and effort looking for a cracked version?
However, this opens several other points of contention, as I am well aware. Firstly, and most obviously, one might ask themselves "Well, if what you're basically doing is offering it for free, how is this any different from pirating it?" Well, as I said before, people are going to pirate a game anyway. There's nothing we can really do about it, so the entire games industry needs nothing short of revolution in the ways they distribute games. If people aren't willing to have money forced out of them for a product, what we need to do is coax it out of them gently while they're not looking. Theoretically, if someone visits a site where they intend to download a game on a pay-what-you-want basis, the environment they are put in needs to encourage them to pay for the pruduct. Sure, you'll get a million people paying $5 for a game obviously worth about $50 more, but at least they're not pirating it for free. A million people paying $5 is better than several million people paying nothing. Also, the sites where these people go can include advertising for other products on sale, exposing to potential ex-pirate to consider paying, dare I say it, more money for other products. Yahtzee might not like fans, but fans are the sort of people who would pay full price regardless of whether they were asked to cough up or not, because that's what fans do.
Secondly, this really only applies to digital distribution, for obvious reasons; if you walk into your local GAME store and pick up the latest copy of Tony Hawk's Most Recent Generic Skateboarding Game TM, they aren't going to let you walk out because you chose to get it for free, rather than pay for it. Really, there isn'y much can be done about this, but as I said, this is nothing short of distribution revolution; times change, we must adapt, as must the industry.
Digital ditribution is the future. We must embrace it, and adapt as necassary. Console games can be sold DRM free in stores, and there will obviously be outrage at the fact that computer game players are getting theirs for free, but at the moment I don't think this is such an issue. There are plenty of reasons why people would want to play a game on a console rather than a computer.
Anyway, that's my solution.