melchiz: GOO is a great concept, because it allows publishers to use a very light DRM system. Many publishers refuse to ship games without some form of DRM. Stardock attempts to persuade these publishers to use GOO. It is a great compromise.
DarrkPhoenix: So which games has GOO actually been used on? While you can sing the praises of the theoretical system laid out in press releases, the true test, as with everything, is how it works in practice. So if you know of any games that actually use it then I'd be quite interested to know, while if there aren't any yet then perhaps that optimism needs to be tempered a bit.
Example product page of a game that uses GOO:
http://impulsedriven.com/stfighter4 The following publishers use GOO (there are more, but these are the ones I remember), which you can verify by visiting the Impulse store:
Activision (includes Prototype, COD4)
Capcom (newer titles only: SF4 and RE5)
Paradox*
Ubisoft (varies; Far Cry 2 and Assassin's Creed use it)
*Paradox is the only publisher thus far to commit to using GOO for games distributed elsewhere, including retail.
If you buy a game through Impulse, GOO activation is automated. The game installs, activates (ties itself to your Impulse email address), and the deed is done. If a game is purchased elsewhere, the user is prompted to enter the license key and an email address after installing the game. It is a clientless DRM system that does not install any hidden software. GOO was designed with the option of license transfer in mind. In other words, it will be possible to gift or resell used games, although this feature is not yet enabled. Stardock plans to unveil their plans for that next year.