vv221: Multiplayer games used to be DRM-free too.
For how long can I trust singleplayer games to *not* follow the same way?
MP went client-based for convenience. I don't like it either, because anything mandatory third-party is the death of game preservation. Services die, APIs change... Like I wrote elsewhere, people will be able to play Quake deathmatch in a hundred years. Newer games? Questionable... But this part of the deal is up to the actual devs - they need to implement the network stuff and not rely on third party services. It's laziness on their part, if they don't, and laziness seems to be en vogue.
SP however doesn't need internet connections, it's just you and your machine. There is simply no excuse to dongle an SP game to a service, other than greed. It requires active involvement to implement DRM to restrict the rights of the customers.
Every single player game runs DRM-free on the dev's machine. The client implementation is actual additional work.
On the other hand - client implementation might be a short-cut to save work (=money) for MP.
So there's your difference. Do devs invest work to empower the customer? Or to keep them on a leash.