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I'm always amused when my game design students complain that someone is "camping" in a shooter game. (They play at the game club, not during class!) They're trying to enforce some kind of standard of "honorable" behavior through peer-pressure, it seems.
Yet I always tell them, if the game allows a player to do something that is a good strategy, some players are going to do it--I would. (In the same sense, "turtling" in a boardgame might be frowned upon, but if it's the best strategy for a player, some are going to do it.)
In other words, if the game fails to make camping (or turtling) an impractical strategy, yet the result is undesirable, there's a defect in the design.
The bigger problem, in shooters, is that camping is a reminder of the real world. In the real world people don't run around like crazy hoping to get two kills before they get killed! They camp and let the other guy get killed.
In other words, camping is a reminder of the real world, a breakdown of the suspension of disbelief or or what academics call the "magic circle". It reminds players how utterly ridiculous and unrealistic shooters are--because there's no fear or death.
Shooter designers try to stamp out camping by showing someone who has just died who killed him, where they are, and what they've been doing.
I'd think this is even more a breakdown of the magic circle, but since it helps players reinforce by celebration that they "pwned" the just-killed character, people don't seem to mind.
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EX: Take the much played Counterstrike Source map DE_Dust , the CTs must prevent the bombing of site A or B. They are the defense and have to wait for the Terrorists to determine the axis of attack and react accordingly. In other words, the CTs must camp the Bomb Sites to prevent them from being destroyed.
As I typically point out: It's not my job to play the game poorly so you can win.
The problem with counter strike is not when a player is camping objectively to accomplish his task in the game, but when someone is just hiding himself from get killed... The round time of the game and the bombsites are the mechanism which drives player into finding and fighting each others.
Anyway, it's simply a balance design question. Designer should better balance weapons, maps, teams and so, also strategies.
If you want to prevent camping, then the objectives that are to be achieved need to promote movement. A good example would be single flag CTF or something like COD4's Headquarters gameplay where the objective is commonly desired and always in motion.
Whether it is a problem of game design, level design, or merely player frustration, is a contextual issue :)
On topic, however, if it is a legit strategy, it should be OK and accepted. The same can be said for AI, too. Running away is a perfectly acceptable reaction for a solider... and yet we don't often design/program that into our games. Having enemies that DON'T run away breaks the suspension of disbelief as well, doesn't it?
But some shooters do allow the game to be played far more realistically, I for instance love playing COD4 in hardcore team death match mode. There's something freaky when your running behind an ally and BAM, he's gone and you have no idea where from. Also you never hear a player complain about camping in that mode, it's kinda considered sensible.
I realize that for game play purposes, one shot insta-kills can be frustrating, but most games go WAY too far the other direction which gives you really bizzare behaviors. Bunny hopping should drain stamina at prodigeous rate, as should running or sprinting. Anyone who has military experience will tell you that if you are packing 60+ lbs of weapon, ammo, body armor, etc, while in full 'battle rattle', idiotic hopping across open ground is not the best technique to use.
It's one thing to throttle back on the realism a bit for game play purposes. It's another thing to get stupid about it, and most pvp fighting game design is pretty stupid. That is the fault of the designer.
Whether camping will make sense is up to the designer, but the designer has to DECIDE that, one way or the other, and make sure it's enjoyable for the target audience of the game.