Where did I ever call it necessity? No, I was only stating a reason, and never said it was a good one.
Also, don't liken the movie industry to games.
Movies:
Cinema [Pay-per-veiw]
DVD/Box Office TV
Finally free TV channels with the makers being paid by the TV channel out of their AD revenues.
Games only have one stream of income, one phase where the developers are paid. Being sold at a shop.
Also don't liken it to books and such.
Budget and investment in books is a lot smaller. Costs are paid back on the cost of the ink ect which is factored into the initial purchase. It dosen't cost bookwriters tons to come up with an idea and write it down. It does cost a lot to employ a large team to animate a game, test, program, ect, ect, ect.
Same with clothing. The initial purchase price covers the variable costs mainly. It's a lot easier to cover costs that way when a large amount of your costs are based on per-unit of production.
You can't attribute the costs in game development as a direct cost of each sale, they are not variable costs. You have to decide the price bracket based on an estimation of sales to cover your fixed costs. Pre-owned games can destroy this. The total cost of game development is almost the same if you sell 1,000 or 1,000,000 units. The total cost of printing 1,000,000 books is far, far larger the total costs of 1,000.