While I could agree with parts of John Funk's article (I made my comments regarding that topic there and won't litter this thread with them) I tend to better agree with Mr. Young's work.
I can understand why companies move in this direction and even begrudginly agree that it the move makes sense from a business standpoint. That said, the community is often pointed out as the key factor that keeps the PC gaming crowd on their system of choice. In any game I have played for extended periods on the PC, I have eventually found my way to servers that catered to my own personal tastes. Hell's Kitchen ran the TF Mega map Frontlin in an endless loop, and, being by far the most innovative map made for that entire mod, I was regularly found on that server. The trend contined during the Tribes days, the era of counter strike and Unreal tournament and the like. The community was built around the notion that, no matter how many people played the game you could always visit that favorite server and rub elbows with old friends and allies while still seeing a constant influx of new blood.
Of course, my complaint with the entire scenario was never what they did or why they did it, but rather with the flimsy excuses they constructed to make the move seem like anything but mercenary. I can accept that they want to make money on a product and that this move is designed to help further that goal. But to tell me that the move was designed to effectively combat cheating is simply a slap in the face. In the great arms race between the cheat protection and those that seek to circumvent such things the advantage has always been with the cheaters.
No matter how you try to dress it up, removal of a feature that has existed in FPS games since Quake 2 is a loss.