For me, it's about the sheer ethics of DRM.
Honestly, how many people will really turn down buying a game due to DRM? The same number of people who wouldn't buy DVD's because of the useless region number restriction: very few.
The RIAA has visciously abused the fact that, like games, each title is uniquely valuable. For most corporations, if a DRM solution has no impact on sales and has an impact on piracy, then that's all execs need to hear. The margin gets bigger. This is despite the fact that the DRM solution might be 300% more difficult for end-users and 2% more difficult for hackers and illegal distributors. It's an unethical decision based on numbers that are not concrete.
Back to the ethics of the situation, here is what I find to be etically wrong with current DRM (Included what's been around since before DRM was coined):
1) DRM assumes the customer to be a criminal.
2) Companies that implement DRM don't care how difficult they make the end-user experience, because it doesn't affect thier bottom-line.
There are four audiences to consider when speaking of DRM: the person selling games out of the back of his truck, Peer to Peer file sharing, a single person installing the game on all of his friend's computers, and the honest user. The first two are unavoidable: I don't care how good your DRM is. The third one can be addressed by non-intrusive DRM, such as CD-Key registration.
CG2 will be assimilated into the P2P networks the same way every other game is. DRM only defines how much time it will take before it gets there. Ultimately DRM won't start hurting the bottom line until it starts to violate privacy, which is the direction I see it going (and something Sony has dabbled in). Until then, there's no reason people like EA sports and will stop using intrusive DRM, and we just have to applaud our champions, like Stardock.
Thanks for understanding stardock