Yeah, reverse engineer. I'm going to assume that my idea
here is correct until someone comes up with a better one that fits D3's release model and makes sense from a programming and security standpoint.
SC2 uses a login protocol. All the game data is stored locally, I know this because it can be played offline, without logging in. D3 will *not* use the same system, because the game cannot be played offline. If character data isn't stored locally, at all, there's no code in the client to even manage that information. It would be a waste of time and space, and present the same potential security holes that D2 had. Both games require you to login to play. From there, it goes like this:
SC2: Login, get authentication from server. Access information stored on hard drive.
D3: Login, get authentication from server. Access server-stored character information, map information, monster information, item drop information...
IF the system works that way (and I don't see a reason why not, given what we know), then yes, you will have to reverse engineer the entire server-side software and rebuild your own to make it work. Denial doesn't change this problem into a simple one.
@forsaken1111
Point taken. How about something more recent then? I don't recall problems with SC2's launch, connectivity and stability-wise. North American B.net.