For once, a developer blaming piracy is actually right, rather than reaching for excuses. I've owned a couple of Android devices and when I upgrade/change my phone, I always simply move the .apk and data files over to the new model via USB. The problem is, this can be done for any phone, any time, whether you're using the same Google Play account or not. Go to any of the dozens of Android-centric sites, any warez or torrent site, and you can download a game, pop it on your phone, install it and play, simple as that. There's no need to route/jailbreak the devices and it's virtually risk free, and piracy is rampant as a result.
It casts new light on the "DRM doesn't work" argument, really. Don't get me wrong, I oppose intrusive and restrictive DRM as much as the next guy, but saying it doesn't work at all is demonstrably wrong. You only need look at the sales figures for the Play Store vs the App Store. There are a lot more Android devices in the hands of consumers than there are iPhones, and yet the App Store outsells the Play Store handily. Why? Well, because it's more difficult to pirate things on the iPhone. Sure, to anyone with an ounce of tech knowledge, it's no big deal to jailbreak and pirate away, but a lot of people would choose to pay when face with having to go through the jailbreaking process. For Android, though, pirating is almost as easy as actually buying something.
Of course, this doesn't excuse monstrosities like SecuRom and Diablo III, but it does explain why publishers keep doing that shit. Making it just a little bit harder for the average joe to rip you off really does pay off. A damn shame the people actually buying the game have to suffer for it.