I don’t think that it is. I’m unfamiliar with Darkspore (spelling I found when searching conjoined it), but part of being an informed consumer is knowing what you are buying.
If you’re buying a game with a substantial single player game, LAN-based multiplayer, and online multiplayer, the part you don’t get to keep is the latter portion when the game ends. You’ve effectively bought a game and a ticket, and you should know you bought a ticket because business entities don’t have the obligation to keep existing or to continue owning their assets beyond whatever their contracts require (and there’s even ways to sell those out depending on the contract). But you still own the rest.
In the case of a MMORPG or live service game, all you own is a ticket. And even then it’s not as if you can’t be banned from accessing the servers effectively at-will but usually for cheating or harassment. You have to know the difference, because an online game is an experience in entertainment terms where as an offline game is a re-runnable piece of media. That’s not to discount the scummy things software shops can do, but check the original article; they’re shutting down the servers mostly for games 9+ years old, one that’s only a few years old but is online-only (never heard of it, must not have been too successful), and I have no idea what Ubisoft is doing with the access to DLC part in some of those titles. The article didn’t explain that part very well which is basically what I expect from game journalism, but is this DLC that is intrinsically part of the online experience? Is it offline DLC you can still keep, but not redownload? Is this a little bit of column A or a little bit of column B?
Point is, for some things that you “buy”: when the music stops, the band goes home and the stage gets taken down.