Popular ones require an internet connection, and license authentication piggybacks on that. Blizzard and the original WoW's were among the first to do this successfully and the trend continues. Prior to that, people would either crack software and/or refuse remote connections for games that didn't require internet in order to avoid paying for and licensing them.
> What people want is fair prices and easy availability
And developers and investors want to be able to securely sell software. Apple's store provides ease of use along with a secure platform that users trust.
Steam is a marketplace that gives developers and investors a place to securely sell software and is easy for consumers to use and have fair prices. And it doesn't require users to give up all control of their PC to the manufacturer. Nor do all purchases have to flow through Valve.
And Steam as a game store predates the App Store by a few years too.
Music was completely different. The RIAA was suing pirates for thousands of dollars, and Apple provided both a store and great hardware for their product. People cheered them on for finally convincing the music industry to make content digitally available. It turns out all people wanted was easy access. And now for things that could be desktop software, we have subscriptions, memberships, etc.
I don't know anyone who's bought a PC/Mac game from anywhere that isn't an App Store in the past 5 years. Steam is a juggernaut, and so is Microsoft for that matter.
>Sellable desktop software became obsolete due to piracy.
Is unfounded. Games are sellable desktop software and they're doing just fine. What people want is fair prices and easy availability, which is the business model of every digital store since itunes.