A large part of the problem is, and I'm just gonna be blunt, the existence of the console market to begin with. Contrary to what a lot of people seem to think, piracy is *extremely* rampant with console games. In fact, the efforts of developers to move much of their games to consoles has if anything, made the piracy problem, worse, as believe it or not, the primary means of securing a game from piracy on a console is the hardware itself. Until fairly recently, most game consoles did that entirely by locking everything behind region codes. If you had the wrong region code, game wouldn't even start. Simple hardware or firmware bypass methods to get around that are fairly common, and despite what many people will tell you, largely legal (most consoles have their default region coding pre-bypassed via firmware before even going to market.) Even the relatively new, and still incomplete adoption of generated registration keys for most consoles can be easily circumvented by people who are willing to do a simple search online. This is even before you get into the fact that many console games *with* said registration keys don't actually use them for anything but identifying a copy on a server (otherwise the people who still regularly rent console games would get pissed off, as would the companies that do it, Redbox being the most prominent currently, but very far from the only one.)
Or, to put it bluntly; don't blame piracy on PC gamers. In fact, most games successfully pirated in a large scale come about that way because the developers themselves accidentally leave the games vulnerable, while still in development (You guys heard about the Half life 2 code theft, right? That happened because people in Valve were using the default e-mail client in windows despite a number of very well known security issues it had. That's about as technologically complex as it usually gets to see games pirated.) More often, the source of pirated games is the employees themselves, or the legitimate distributors' and manufacturer's employees trying to make a quick buck on the side (which has been a major problem in China since, oh, pretty much forever.)
I'm not saying software piracy is right, because it's obviously not, but near as I can tell, there's a huge difference between how CD Projekt/gog.com handle piracy, and others do.
Namely, gog.com methods actually work, as they don't arbitrarily punish lawful users, which tends to earn them good will, and a fairly devoted fanbase, which is generally fairly quick to discourage piracy of games they sell. Whereas the other party's methods usually don't, because they aren't actually doing as much as they want people to think to address either the causes, or the methods by which piracy happens to begin with.
And if CD Projekt has proven anything, it's that legitimate buyers simply having the weight of numbers, can do far more to fight piracy then the methods preferred by many other developers and publishers.