What most people don't understand about piracy is that it's not a simple issue with simple parameters and a simple solution. If it were, it would be solved by now. There are many aspects to it and I'd like to point out a few:
1. Once it's cracked... - ...it's cracked, no matter what type of DRM was used. No matter how convoluted or simple it is, once it's gone, everyone with an internet connection and a tiny bit of know-how (ability to use Google and/or Torrents) can pirate the game. And make no mistake, it WILL be cracked.
2. Casual Piracy - Bob and Bill live next door from each other, both have DVD burners and both play games. Bob wants to make a copy of his game for Bill. The publisher doesn't want that. Assuming Bob and Bill don't have the knowledge mentioned in the previous paragraph, even the most basic copy protection (disc check) will stop them.
3. Day 1 Piracy - If a game is pirated on release (or earlier), it will have the maximum effect on the sales. If the game hasn't been cracked for a week or two, a lot of would-be pirates will buy it legally, and those who don't likely won't anyway. A publisher wants to protect his game for at least a few weeks. Beyond that, further protection won't have much of an impact since most of the people who had any intention of purchasing the game have already done so. This favours draconic DRM such as the one used by Ubisoft.
4. Screwing over the customer - So, any DRM will stop casual piracy, and only convoluted draconic DRM will slow down pirates. But what about the legit customer? By making actual legitimate users jump through pointless hoops just to play your game, you are alienating your user base. Worried about lost sales due to piracy? Why aren't you worried about future lost sales due to demolished reputation? This is what likely awaits Ubisoft.
Conclusion - The Publisher has a thankless task. He needs to prevent Day 1 Piracy, while at the same time doing the least possible inconvenience to the legit customers. Ubisoft's method will fail. Not only will it be cracked every time, it will drive away regular customers.
There has to be a golden middle where the optimal ratio between combating piracy and making customers happy is achieved. There ARE methods of doing this, but unfortunately they involve actually rewarding your customers and making good games. The first "loses" you money, and the second implies you actually do what you're paid for. Both of these don't sit well with major publishers...