Orkhepaj: That example is not really good, better example would be like you buy a modern car and they lock it throu the net so you cant start and drive it. And as mmos and games that need online lobby where you can advance cant be DRM free as data and connections are handled by the server, oh yeah maybe it could be done with blockchain but no company would make that imho. If server goes offline then you cant play. So only with games which could be played entirely offline drmfree makes sense.
And as for Blizzard that company is a bad one, just dont buy their games.
Anyway I've never said dmrfree is not good just that most fans of it are these anarchists preparing for the end of the civilization.
For data-based games (mmos etc, but not where low ping is critical) this is done like this:
1) server part periodically stats which clients offer which cpu processing power,
2) server part offloads portions of global data calculations to those clients, which themself run in VM on client,
3) server part periodically sends control tasks to make sure client is not messing with the data (credibility score),
4) server part never sends private client's own data to same client.
As of competition shooters (low ping critical), the best option is server taking the input and delivering processed video stream to clients. All calculations server-sided, rendering included. Takes care of few things,.. autotargeting and wallhacks then impossible. Downside is that it would need good processing power for servers.
The other option is ofc drm, with its trusted/untrusted definitions. But here drm never means that some entity should have monopoly over the servers, but it looks like many publishers assume its advantageous for them to burry own servers as they wish it.