Agreed. I think it's important to keep in mind the context of your application when considering implementing a system like OP mentions. Although, it would interesting to provide the user a choice between a password/"secure" login and a device/"anonymous" login (with the option to later switch).
From a purely gamedev perspective, examining the Source engine taught me a lot about engine development, so it's exciting to hear about the next version.
Valve's articles on how they implemented networking in Source are particularly useful and interesting[0].
I'd believe it. As someone else mentioned above, they've also started inlining image data, so I wouldn't be surprised if these changes all fell under the goal of minimizing HTTP requests.
But seriously, good work, gave me a nice little dose of nostalgia! Might have to break out the GameBoy soon. Or try the newer ones...I stopped after Silver.
Awesome. I really like the design and simplicity. From the example on http://apiary.io/how-it-works how are language bindings generated? How do you know the schema of a message?
I've actually been working on something similar, but more focused on library generation and like a "npm for APIs", e.g. reusable schemas. Instead of markdown I'm using something more akin to Google's Discovery Document (https://developers.google.com/discovery/v1/reference/apis#re...).
aleclm has responded with the correct answer, ignore mine.