Here we go again. A colleague of mine who works for a small video game company told him that the game they are producing will not get published by the publisher unless it has a "state of the art" copy-protection/DRM system. "State of the art" meaning something like Spore's activation system (where the game only lets you activate three times, then one is forced to buy a new copy.) Due to the recession, apparently game publishers want to annoy legit customers with trying to stop "piracy". Long term, all it does it encourage people to hit crack sites so Draconian measures don't cause security breaches.
This is occurring with Neverwinter Night 2's yet to be released expansion. Its done, but Atari won't let it out the door without state of the art DRM.
I've seen this same nitrogenous cow waste about a decade ago with some game publishers. Back then, one company was even wanting to make a dongle that has a nice row of capacitors to dump a high voltage charge into a customer's machine, frying it, when the software thought it was tampered with, or a serial number was wrong.
Why do game publishers fail to learn this lesson, over and over again, put nasty stuff on their published games, then scratch their heads when nobody buys their games?
If a game company wants revenue, there are some shining examples of how to do it right. Steam, for example. Its DRM, but it does what people want. Install the client, log on, download a game you have purchased, play. Same with Neverwinter Nights 1 (though its time has long since passed) where not many people pirate it because of the online content (which needs a unique CD key.)