Example 1: Playing against someone known to be extremely good.
Player hits skirmish and the player cares a lot about their ranking. Players gets into the game and they see that the other team has some player who they know is really good. They immediately quit.
What should we do?
If you can resolve the other problems below so there is never a legitimate reason to quit, I'd count it as a loss. Otherwise, it becomes much tougher. Hiding enemy names can help prevent this, but it also works against feelings of community. I like playing against the guy who beat me last time and getting sweet revenge.
Example 2: Player gets into a game where someone has a poor connection / low end system.
Player hits skirmish and cares a lot about their ranking. Player gets into a game with someone whose system is so low end it’s causing everyone to run at 10fps. They immediately quit.
What should we do? How is this different than the above example from the server side?
Ideally this is resolved in the software, and one person's system problems only affect them (client / server models allow this). However, if it cannot be resolved there, I would say the situation is twofold:
a. Don't let people set their system settings too high for multiplayer if they do not have the computer for it.
b. When a player lags either on the system or the net side, they use up their grace period, until it runs out, at which point other players can kick them.
Also, this should be solved as much as possible in matchmaking. Pings should be even a little more important thang ranking in determining matches, because I would rather have a match that is a little too tough than one that freezes every five seconds for the entire duration. Smooth matches are a very top priority for me and many others.
Example 3: 3 on 3 game where, after 15 minutes, 1 person quits and that person is replaced by an AI.
In a competitive game (i.e. top players) the AI won’t be as good as the player who quit. The person who quits would get a loss? Or should they get a disconnect? What about the other players? If the new team loses the match (as would be likely) how should it affect their ranking? If you say it shouldn’t affect it as negatively as it would have if the other guy had stayed in, then we reward rage quitting.
You could do an Arranged Team vs. Random Team split here. Arranged Teams win or lose as a team, regardless of connection status (so the guy whose dog pulls out his cord at the last minute still gets the win if his teammates win), whereas in Random Teams if a teammate quits early enough, you only take a partial loss in terms of ranking.
A few more thoughts:
1. This is an interesting post. It's very cool to hear the thought that goes into games.
2. A team vote to resign might help resolve some of the rage quitting problems. If you look at chess, it is considered polite to tip your king over once you have definitively lost. But yet, most games do not allow that, but make you either play a decided game, or knock the board over and run away. A way of saying, "Congrats, you've clearly defeated us," might help put a little more respect into losing.
3. I'm really glad you are thinking about this. Due to the way internet games work, a small but very annoying portion of the population will try to take advantage or make the game less fun for others, and developers are on the front lines to prevent this. By changing the incentives available, you can make antisocial actions a little bit less likely. My mind blanks for a specific example, but if you look at Xbox Live games where you do not take any penalty at all for quitting, but you do take a loss if you lose, it actually becomes more likely than not someone will quit early just to spite the winner.
Designing rank systems to reward any game you complete, even if you lose, but also rewarding winning more, tends to make that much less likely. An example of which would be Call of Duty 4, which you earn experience points for playing at the end of a round, even if you lose. Everyone eventually gets to the top ranks, but winners get there faster, so there is an incentive to do well. It also has some challenges, like unlocking the golden skins for various guns, which are tougher than would be fun for some players (1050 headshots, some of which are with inaccurate guns, to get the golden AK), but are optional and do not confer a mechanical advantage. It is a very well designed reward system, which I think can be learned from.