Camping in computer game describes the practice of a player staying in one area of the game world waiting for enemies or useful objects to appear or to come to the player rather than actively seeking them out. Players camp in order to gain an advantage over their opponents.
In most games, camping is a legitimate style of play. 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 very good aim. Among some players, camping is considered tantamount to cheating, especially in deathmatch-type games. The most common reason for this is that if every player camps, there will be no opportunities for players to come into conflict, and thus there will be no game at all. Those players choosing to camp are playing on the lack of patience in other players, counting on them to come after them first. Most deathmatch-type games have both a time limit and a kill limit. Camping is a strategy centered around taking advantage of the time limit instead of the kill limit. Camping is also seen as an unfair way of getting an advantage in the form of accumulated resources or a beneficial position.
However, the rise in technology of computer gaming allow the ability for the production of more tactical games or strategic games that account for morale, and increasingly the label is not viewed as derogatory. For example, CTF and its variants provide incentive to invade enemy territory, regardless of the risk, since scoring flags is more important than scoring frags. 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. It is comparable to turtling
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