I think the issue is a bit more complex than you think it is. We are all familiar with games that use online-only DRM but can technically run offline is the measure is bypassed (like most games on Steam), then you have single player games which can technically run offline, but core parts of the game are online for some reason (i.e SimCity 2013). You then have game that require online infrastructure that can be emulated but is difficult to do so (MMORPG, Gacha games etc). In the final circle of hell you have cloud gaming games where zero art assets is transfered on the customer's device, meaning even a fan made revival is straight up impossible.
No, I'm quite familiar with everything about it, up to the point that with enough time and dedication even online structure indeed can be emulated. By the way, that Star Wars Galaxy emulator project is still alive, wow!
Anyway, all those things - even cloud services - are at least stated to be done in order to "reduce the amount of piracy" or something, hence why I am feeling free to simply call them all DRM. And yes, the solution to all of this - regardless of how you want to call them - is still simply stop accepting anything that forces you to be constantly online, stop paying any money, any money at all for it and bashing this notion into the minds of the majority until fat cats will finally start losing their money.
Start contributing to it right now! Step one: delete Steam and never install it again. But no, people are going to choose convenience over their freedoms. We already had these conversations on Agora:
I dislike Steam's DRM but at least they let me buy games outright.
Some of us choose not to pirate, not because we are so rich, but because we want to support the creators of the games. This is a signal to them that says, "I want more of your work." But when you pirate from the indie developer you quite literally tell them that they shouldn't make more and you end up in the current situation where the games that are available are big-budget mega-boring corporate team approved bland and boring games.
People will provide a million and a one reason for their decision to support the current system, one way or another. For the second post specifically, as the answer is not obvious: if you love indie games and want to support them - instead of buying them actually take some fucking time and contact devs. Ask them if you can send your money directly. Ask them if you can help in any other way. Overall, it all boils down to convenience again: it is much easier to show your token of support by throwing money rather than by actual interaction. After all, devs can reply with something awful. Like, instead of asking for money they might actually ask for a test of a beta build of their newer game - the horror!
I did it multiple times, if anything. It's not that hard to write "I hate Steam, do you accept direct donations as I do not want to buy your game there?" - most of indie devs will actually understand this notion themselves.
Once again: I'm glad there's finally a bridge too far. I just want to say that all of the things your post mentioned - from Steam's DRM to cloud services - are a part of one problem which can be resolved rather easily if people could just keep their wallets shut for a year or so.