Can we talk about this more clearly? This isn't strictly "evil DRM" as people are highlighting. Unlike some other games, it's not like SimCity is just phoning home to figure out if it is licensed or not, and preventing unlicensed copies. SimCity depends on EA/Maxis' server infrastructure for a great deal of storage and computation related to the macro-scale components of each game. Not only is city state synced there…
I don't think you're adding clarity here. People are upset about the lack of a single player offline mode, which absolutely is about preventing unlicensed copies. There is no technical reason for its absence. The cloud based stuff sounds great, and if it were an optional extra that was unavailable at launch due to technical difficulties, I doubt you'd see a hundredth as much bad PR.
> We can argue about whether these things should be computed and stored in the cloud, but I think there is a plausible, if imperfect, argument for doing so
Conceivably true? We could be in a world with no DRM, but there would still be a market trend moving games towards a more social, connected and integrated experience; and some developers will be looking at ways to fundamentally build their new games in a way that takes advantage of this. Why not SimCity? The Sims 3 already indicated where the Sims franchise might be heading with regards to improved connectivity with friends, I don't think it's an entirely unreasonable leap to get to where SimCity is now.
Which isn't to say that DRM wouldn't have been a business consideration at an executive level; but there's definitely an argument that SimCity's design choices, even if flawed, can be justified without considering DRM.