Server log-in, even for offline play, is the DRM of the future. More and more games use this type of DRM: All current and future games from Relic. All current and future games from Valve. We'll probably see it as standard on Steam, and UbiSoft and EA won't be far behind.
Actually, the trend is moving away from an all encompassing DRM (by that I mean a company using a single DRM policy for all of its games) and moving towards a case by case solution.
For example, Spore was released with the most Draconian DRM ever implemented in any game up to that point. With the original DRM for Spore, the customer was limited to only 3 installs. That meant if the game was installed just 3 times, you would never be able to install it on a 4th computer, even if you uninstalled the game on one of the 3 computers. EA has since changed it due to consumer complaints and the fact that it didn't work (Spore has become the most pirated game in the history of video/PC games) as intended.
EA, along with some other major studios/publishers are now moving towards more 'DRM friendly' solutions, even to the point of not using them and going back to more simplified checks such as serial codes and needing the CD to play. Sims 3 uses a simple serial code and no DRM at all.
Fallout 3 is another game that only requires the CD and serial code (though by running the fallout.exe instead of the falloutlauncher.exe you can bypass needing the CD). You're going to see more games that either use a DRM or a simple serial code or CD check and that is going to depend on the title.
One of the major issues with using DRMs is not whether or not they work (properly implemented, they do work quite well) but rather how they are implemented. Most studios/publishers agree that the problem with using DRMs is how the companies that use them decide to implement them into their product. Starforge was an example of a DRM that wasn't properly used by Ubisoft and caused quite a bit of problems.
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