obliviondoll: Online "components" which are the entire game or the primary focus of it, and which are inaccessible without some verification of purchase (through a launcher or otherwise) are locked behind DRM by doing so. And an "optional" launcher which is required to have access to the current stable version of a game can no longer be legitimately claimed to be optional. If that launcher requires a login to an account with a verified purchase on record before the game can be updated, that's also DRM.
I've seen both of those as the arguments you're denying. I haven't been directly affected by either, and haven't dug into them deep enough to verify the claims confidently. That said, assuming the claims are true (which you haven't claimed otherwise about so far), the position being held about these elements being DRM is sound.
JakobFel: Neither of those are DRM. They're simply online aspects of a specific game. By your logic here, all games with any sort of online component or multiplayer gameplay should be considered to be DRM-laden by default, which simply is not true. DRM is stuff like Steam, where you absolutely HAVE to use their client to play the game, you HAVE to run the latest patch unless you're running Steam in offline mode, where absolutely none of the rights of ownership of the game go to the consumer. As long as we still own the games we buy here and as long as the client remains optional (as it does; this particular patch was a one-off incident AFAIK), then it continues to be DRM-free.
First thing: Plenty of games allow online play without account verification. That isn't an absolute and inviolable requirement for online play to exist. It is possible to have an entirely multiplayer-centric game with no such verification, or with verification being optional, not required. You can interact with the online portion of some games without needing a verified purchase of the game before you can get online. If you are unable to sign in to Steam and confirm your identity and that you have access to a game, you can't update it - BUT some games on Steam can be launched without the client so if such a game is behind on updates, you might still be able to launch it.
Second thing: If a game is locked behind an update - server-side checking being a way to do so - then not being able to get the latest update can lock you out of access to the game. In such a game, even by your own definition, not having access to the latest update would be functionally a form of DRM, because it blocks you from playing the game. Similarly, if a game launches in a broken state where it either is unplayable or becomes so rapidly, and the patch doesn't launch immediately outside of the launcher version, that makes the launcher DRM by your definition as well. Both of these are side-effects of normal non-DRM practices in games being interacted with by the things I'm saying are DRM, and becoming DRM even by your skewed definition.
A game company representative speaking out in support of something you don't like isn't DRM, but might be cause for you to boycott them. A game company being shown to rely on "crunch" is something many people dislike about CD Projekt themselves, along with a number of others. Nobody's claiming these issues, which aren't DRM, to be DRM. The only things that are being called DRM are the things which are acting as DRM.
DRM means Digital Rights Management.
This means it is technology which is built into an app (in our cases, games) which ensures that only paying customers are given access to the products they're paying for. It is in effect an anti-piracy measure. There are plenty of arguments on both sides about how viable/effective/worthwhile such measures are.
Games being "always online" and requiring an account to either be the account the game was purchased on, or to be linked to an account with a verified purchase from another platform, have DRM built into the way the game works. You can't access the game without it verifying that you paid for it, which is an entirely legitimate definition of DRM functionality. There are a number of features in many such games which are provided as a direct result of this mechanism, which makes this form of DRM somewhat justified, and reduces the arguments against it, but it is still BY DEFINITION a form of DRM. There is no valid ground on which to claim otherwise - and yet, people don't villify it even when acknowledging it to be DRM, because DRM isn't automatically evil in every form. Many gamers would even argue that GOG's "DRM-free" policy should exempt games for which the DRM is a required element in order to provide the functionality on which the game is built.
If I can't update an online game to the latest version because I don't use GOG Galaxy, and the game servers check for the latest version and refuse to let me play because I don't have it, I'm being locked out of that game by GOG Galaxy acting as DRM. The only way to update the game is to log into Galaxy with an account which has a valid purchase record for the game, because the truly DRM-free download of the game isn't the latest version and doesn't have access. This is DRM, and if a game does this, it is entirely accurate to state that it's DRM, and to state that it violates GOG's promise of DRM-free gaming. What makes this different from any other "you can play an out-of-date version of the game but not the current version" in relevant terms? Literally nothing. That is also still DRM. It locks content from the game away from paying customers until they provide verification of their payment to unlock that access. And it wholly blocks non-paying customers from any such access by tying the update to the account-protected version of the game.