First of all, this isn't a thread supporting piracy. This isn't even a thread discussing the morality and/or legality of piracy. We can make other threads for that, if there aren't some already.
The thread title is related to the assumptin that damage of piracy is the apparent loss of sales, and that less piracy=more sales.
Is that really the case? Or at least is it the case anymore?
The rise of used game sales and prevalent digital distribution might mean it's safe to say that people who pirated due to price or availability are using those options now. That likely means that those who still pirate wouldn't pay for a game no matter what. It isn't even just games though. One band offered their album for as low as a penny and still got pirated.
It's not about money for these people anymore. It's more just because they can, and want to, and then even get so caught up in it, they can't see the point of not pirating (the reason they often ask "Why pay X for Game Y when you can get it for free?"). To those people, you are not going to get sales if you stop them from pirating a game. They won't suddenly start paying money for it if they weren't going to when they could pirate it.
The hope here is that is not the case all over the place. There are plenty of people who will pay money for a game, which means the better method is simply to make a game that people want to pay money for. That might seem obvious, but the point here is to focus in favor of the people who would pay money, not against the people who would pirate. This can even help PC sales, which many assume is not salvageable, but look at the success of the Steam service, or even in retail like Starcraft 2? Those are things people are willing to pay money for, and do.
A flashy-first game is awesome when it comes out. A great-first game is awesome forever.
Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs