I have Diablo 3, and I have the time, but I'm choosing not to play it, but to observe the forums and facebook and 'listen' to the complains. This is the reason why I don't support always-on DRM, and this is why I don't play games with such requirements on release day, esp those that have millions of people waiting to play. This was the case when this form of DRM first came out for Assassin's Creed 2 (http://www.geek.com/articles/games/assassins-creed-2-unplayable-as-ubisoft-drm-servers-go-down-2010037/), and then later for the various MMORPGs (which have to be always-on, but day 1 issues still isn't acceptable). But I guess it doesn't affect me as much since I don't play them on release day.
Perhaps it's the skeptic in me, but I've the feeling that Blizzard has been slowly testing the gamers and 'socializing' them to accept always-on DRM. When I look back at Starcraft II, it is obvious that always-on DRM had been subtly at work in the title. You might say 'you can play offline!' but did you really try to do that? At launch, you could only play one offline account, and your progress on the offline account could not be linked to your online account, no achievements, no saves, and I do not think you can play custom games on that. In Diablo 3, they added a way to monetize their game in addition to having players pay to access the game. I wonder what they'll do next with their next game?
At least we know Blizzard is one company that responds fast and well, so have fun guys, I'm sure the issues will be resolved soon more or less.
P.S. For those who think that people who cry about this are just making a fuss out of nothing, I hope this does not happen to you:
http://www.vg247.com/2011/09/08/the-day-i-realised-always-on-drm-moaners-have-a-point/
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