Just a quick question for those people who say that they are buying a "product" when they are buying a game. What exactly are you buying? The box, the disc (if it even comes with one), the manual? When you say product, are you talking about the tangible, physical objects or the intangible game? If you're talking about the game, what exactly do you own? The software? The IP? The right to use (ie play) the software as you choose? The right of modify the software should you wish, even if it violates copyright law? What does "owning" a game actually mean? Not trying to be sarcastic or anything, but for all those who are presenting the consumer-right-to-ownership points, what do you think you own when you buy a game, if not a license to use the softare (like ANY other piece of software you buy)?
Talking about consumer rights is a lot simpler when comparing physical objects that intrinsically define what "ownership" is, than to intangible products like games. Seems like that until the law can clearly define what "owning" a game actually means, then DRM is the necessary evil. Just as it can said that consumers have a right to play the game whenever, the companies have a right to protect it however. Not saying that always on DRM is perfect, or efficient (or even effective), but it is a method of protection. Whether it is just a teething stage as the publishers test the waters to see what works and what doesn't is yet to be seen, but with the way the world is shifting towards the internet-age, it's more that likely that ANY form of software valiadation in the future will include an active internet connection.
Whatever you think of them, publishers aren't stupid. They probably do realise that DRM in general don't really stop piracy, but what is the alternative? DRM-free software which requires no cracking/hacking at all or DRM-embedded software which provides some level of protection? And always on DRM isn't about punishing those who bought the game, it's about keeping out those who didn't - at least in theory.