This is just dodging the subject; I'm talking about net value. How valuable would Steam be to you if it cost $100 a month to be a member?
Anyways, my point was meant to be in the context of movies, which is what's offered by the linked service. Steam works because they sell games, not movies. Games aren't hard to pirate (a game's bits aren't any harder to get than a movie's), but pirated copies are hard to use compared to legal copies because it's easy to build games that require Internet connectivity to verify authenticity. No one minds this because they probably need the Internet to play the game in the first place (Google "World of Goo piracy" for an example of what can happen when just this one point doesn't hold true, and tell me again that piracy is just a service problem). People like to say Steam is "DRM done right" but it's not, it's just that it happens to be the case that the DRM doesn't require anything you don't already need to enjoy the content.
Movies are obviously different. How would one offer a service that can beat piracy on convenience, when piracy offers un-DRMed files that you can use anywhere? It's conceivable, but how much would they be willing to charge for this service? Therein lies the rub.
The root of the problem is that the movie industry does not agree with people's valuation of their content. They don't want to sell you a just-released movie, unDRMed, for a buck, or anything approaching the $0 that piracy charges. They'd rather keep their existing business model and try to raise the perceived risk of piracy.
It's disingenuous to say that it's a service problem and not a pricing problem merely because the service doesn't exist, when the primary reason that the service doesn't exist is pricing. The movie industry isn't going to invest in building a service if they can't sell their content at the price point they want.
The most important thing to note about Steam isn't the DRM, it's the prices. The content producers have conceded to the fact that they have to adjust their prices to match the public's perception of the value of their content. The movie industry hasn't made that concession. Yet.