well, from economical and free market's point of view, I can understand that.
yet, the income of a game is evaluated by an approximation of the market share willing to buy the game. Saying that X is the number of projected customers willing to buy it, and knowing the price at which you'll sell it, you can evaluate a potential income, and based on that, how much can you spend for development for how long a time, in order to cover the costs and (eventually) make some profit.
now, if you'll sell only x/2 on the western market at western market's known price (you've used in costs/profits formula), because the other x/2 actually bought it from russian market, it means you'll lose money, so you'll stop developing that game.
simple.
you can enforce the same price everywhere, yet that would mean the users from poor countries won't buy it at all, and you'll close a possibility to make some extra money from there, while encouraging piracy (because the same poor countries users who want to play it, will still play it by pirating it).
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