But Steam is the DRM. Its bells and whistles are unavoidable! You register your game with the client, you have no choice - if you want to play that game you have to be running the client, online, connected to the community, and at the behest of Valve's servers. It's not just a "simple check at launch," you're chained to a whole program whose very point is to chain you to the program. How many DRM clients say "well all your friends are using this!" and "if you buy from our store, your library will get bigger!" Coupling DRM with a storefront was just cruel. And no, you're right, its not specifically a part of the DRM, but you can't have JUST the DRM. Every part of Steam is interconnected. To play a game that runs Steamworks, you need to have Steam installed, you need to be logged in to Steam online (offline mode doesn't really work 100%), you need to have Friends in the corner, you need to get store ads (you can switch them off, but at first launch you'll get bombarded). It encompasses a whole package of storefront, game launcher and DRM, and if you don't think coupling DRM to a storefront and game launcher with no way to break it off is "excessive"? Well, I don't know what to tell you.DoPo said:No, I'm asking which part of the DRM is draconian. Publisher/distributor X (not going to start with names) may start sending ninjas to your place right now and, let's assume it fits into the EULA (it doesn't exclusively say you won't get attacked by ninjas I bet!) but that not really part of the DRM itself. If you were required to input a product key, the ninjas wouldn't actually fit into the that function
You can't just enter a product key into Steam and you get the game. You have to launch it through the bulky mess of a game launcher, and forever be stared down the barrel by the storefront and the community. Tying DRM to a client with conflicting interests just seems like a Draconian measure. (In, of course, the loosest sense of the word.)