I'm curious as to how effective the SecureRom nonsense truly is on the bottom line.
Yes, lots of games are bought immediately. But lots aren't either. Let's think Bioshock:
Lots of people bought it on release. That was a given. There is a given amount of sales that can be counted on based on hype and loyalty alone. That will not change. AND, that demographic is not likely to pirate the game, at least in the long term.
Now, think of the fellow who doesn't have the video card for it yet or saving up for it. Maybe he can't afford the game just yet. By the time he wants to buy it, he hears all this bad press about limited installs and such. But his buddy tells him he has a pirated version of it that works nonetheless, no install worries at all!(yes, this is two weeks later, but this fellow couldn't afford it on release anyway...or maybe he's in Canada or, even worse, the UK where he only gets it after a suitable decade has passed).
"Wow!" he exclaims and wonders why he would shell out 80$ (remember, Canada) for something that can break his computer when he can get, for free, a fully functional copy.
For the short term, it looks great. In the long term: you probably lose lots of money.
Problem is, most of the bigwigs only care about the short term initial oomph of sales.
Now, also factor in the enormous cost to implement these systems and in the long term: you're looking at massive suckage.
You also lose credibility. Ubi got lots of bad press with Starforce and some games, such as Oblivion, got so much bad press they took it out of the final release.
DRM is a bad business model. Problem is, spreadsheets, which is all the money monkeys in the accounting and marketing depts understand, have a hard time revealing this.