For most people, no, it's not the only reason. First... none of those markets can even begin to approach the ubiquity and profitability of the drug trade. We are talking billions of dollars flowing among hundreds of millions of drug producers, sellers, and consumers. Second - and more importantly - all of the examples you listed involve crimes with victims. Producing, selling, and using drugs are all inherently victimless crimes: no person is harmed or deprived of their rights as a consequence of these actions.
Criminal organizations make the vast majority of their profit from the drug trade, because the market for drugs is huge, but they engage in many other crimes as well, including the ones you mentioned. If we can deprive criminal organizations of the profit they make from drugs, they will inevitably be weakened - their ability to use money to influence and bribe corrupt government officials to their ends will be reduced. No doubt they will redouble their efforts to make profit from other markets, but the markets for the things you mentioned are nowhere near as ubiquitous as the demand for drugs is (and there is no reason to believe that criminal organizations aren't already trying to maximize the profit they make from these other ventures.)
"For a limited period of time, a bug permitted some users' chat messages and pending friend requests to be made visible to their friends by manipulating the 'preview my profile' feature of Facebook privacy settings," Facebook said in a statement.
Who is going to coordinate the development efforts between the various departments? The best person in each category is likely to know jack about the other category, and you're not going to effectively turn talent into an actual finished game unless you can get some communication going between the different departments. Programmers don't want to have to deal with art issues, and artists really don't want to have to deal with scripting or programming.
This is where the tecnical artist (AKA technical director) steps in. He bridges the gap between programmers and artists, providing tools for artists and ensuring that art gets smoothly integrated into the game (among other things.) It's an unglamorous job, but technical directors actually tend to get paid more than other positions because it requires a solid understanding of both aesthetics (art) and function (programming.) So in fact, someone with "all of those skills" still plays an important role in game development - he lets the other departments focus on being the best at what they're doing
FTFT:
Overall it was a poor user experience that was not up to our standards, and for this we apologize.
As far as I understand there is no actual evidence to back up the claim that DMT is released at birth and at death - it's just interesting but ungrounded speculation. The human brain does produce extremely small amounts of DMT naturally, however.
Dr. Rick Strassman, while conducting DMT research in the 1990s at the University of New Mexico, advanced the theory that a massive release of DMT from the pineal gland prior to death or near death was the cause of the near death experience (NDE) phenomenon. Several of his test subjects reported NDE-like audio or visual hallucinations. His explanation for this was the possible lack of panic involved in the clinical setting and possible dosage differences between those administered and those encountered in actual NDE cases.
There are some striking similarities between NDEs and DMT experiences, however, such as the "tunnel of light."
"Conversion, fastidious Goddess, loves blood better than brick, and feasts most subtly on the human will." -- Virginia Woolf, "Mrs. Dalloway"