Before Steam was the great monolith it is today, it was built on DRM aka Steamworks. Even today, many of the games sold on Steam are client driven, as in you need the client to operating, even if it's in offline mode. Yes, it was DRM that initially drew developers to Steam. I'm in complete agreement that Steam today is prodominately based on convenience and not DRM, but that wasn't always the case. In response, piracy levels have indeed dropped. I don't believe DRM did all of that, but I'm not inclined to say it didn't have a part.
I think we are arguing about semantics anyway. I think you guys misunderstand the scope of DRM as it stands today and confuse it with 5 years ago. It isn't always about keeping games from being pirated. DRM is about control, and that control does not always extend to whether a game will start or not. DRM is also about managing content and delivering PR.
Traditionally DRM was initially a stop gap to piracy, but today's developers see DRM as a mechanism for regulating DLC and advertising, thus increasing revenue. In order words, today's DRM doesn't just help prevent revenue loss it actually helps enhance profits. I'm not saying I agree with the application; I'm only stating that this is a fact.
Case in point, look at EA with Dragon Age. Forgetting whether the game was good or not, what's important is that it required a login for DLC to operate yet not for the main game. The core DRM was a simple disk check, yet requiring connectivity insured that EA regulated DLC access but also gave them a conduit to push additional content. That is proactive DRM, and that is what most developers are going for these days. In the end, they didn't mind so much that the game was copied because by requiring an account with login they knew most people wouldn't give up the included DLC, and they were right.
Steam isn't DRM in the conventional sense, but it is quasi DRM in that gamers still flow through it and for the most part use it as a hub, which in turn allows developers to have direct intervention with installed content.
Steam sells and distributes game licenses.
In the end DRM is about controlling access, and Steam does that on the macro level. Sure, not all games are protected and can be copied and played from machine to machine, but the opportunity cost involved is part of the DRM. Thinking of DRM only in terms of Securom, Starforce, and Tages is an outdated mentality. It is far broader in scope today. With today's titles, bypassing DRM can mean missing out on major components, such as with the new Simcity.
I'm going to just leave it at that because it's easy to draw the line depending on whether you believe DRM is just about preventing misuse or if you expand it to include broader controls. I'm talking about DRM application and you guys are talking about the technical aspects and I respect that.
I can understand why it wouldn't be good to give DRM any credit in the current gaming climate, because then you'd simply be telling developers that it works, however small the impact. I think the cat is out of the bag though.