Camping (video games)

In video gaming, camping is a tactic where a player obtains an advantageous static position, which may be a discreet place which is unlikely to be searched.

The tactic varies depending on the type of game (online text adventure, graphical MMO, first-person shooter, etc.).

By camping, a player is able to learn and adapt to the limited environment they are playing in, noting specific points to check repetitively.

Camping often provides a clear field of view over a choke point or position of tactical interest whilst retaining cover for the camper.

It often proves frustrating, particularly to newer players, as it rewards those who invest a considerable amount of time in the game (which allows them to know the layout of the maps and the best defensive positions), as well as those with accurate aim, whilst surprising the victim player and potentially killing them without having a potential chance to react to such attacks.

However, even in such games, some players may choose to camp to give covering fire for other team members attempting to grab the flag and run back with it.

Exceptions may include pursuing a player who is carrying a critical objective into their own spawn for support, as may occur during Capture the Flag games.

Though hiding in or defending key areas of the map, especially if done by a large group, makes it easier to survive enemy attacks, it is sometimes criticized.

[citation needed] The general acceptance of base camping mainly depends on the map, the kind of game played and the rules set by server owners.

The single player will often camp for periods of play in a location that is easy to defend or has only one entryway as this improves their survivability when faced with superior opposition numbers.

Battle royale games discourage camping, at least in the sense that players typically cannot stay in one area for the entirety of a session.

Such games utilize a dangerous, doughnut-shaped, area-wide shadow that covers the map, with a shrinking hole that defines the safe play area to force players to move and engage other opponents.

[citation needed] Players who do not move to a safer area when the safe zone shrinks will be exposed to the hazard and suffer.

This type of gameplay is sometimes seen as one of the core components of Attack/Defend matches as both teams seek to set up or destroy prepared defensive positions, but these maps are usually under a time or "casualty" limit to passively encourage or discourage camping behaviors; designers must take great care in designing maps to prevent the creation of essentially unassailable camping spots.

In massively multiplayer online role-playing games and MUDs, camping is commonly the practice where the camper stays in a location near where non-player characters, monsters or desirable items spawn.

[9] In EVE Online, the structure of the space in which gameplay occurs (star systems connected to each other through "stargates") naturally leads to these gates becoming a focus for PvP combat.