a timer which kills enemies if they spend too long around the spawn area. Games with capturable spawn points will often leave some spawn points without this sort of camping protection. Spawn points for game objects are often abused in a similar fashion in game types such as role-playing games. Enemy respawning In some games, enemies may be respawned (or, equivalently, new ones spawned) to keep players on their toes and create tension, or force players to move on, making it too costly (in resources) and/or too dangerous to stay in one place for too long. Enemies may visibly spawn or, in more realistic games, spawn outside the player's line of sight and move towards the player. Early games including monster respawning are Joust, Doom and its sequel Doom II: Hell on Earth. The enemies in these games had the ability to spawn from their teammates. In MMORPGs, it is typical for monsters or mobs of monsters to continually respawn to allow all players a chance to fight. Some of these games implement instances, which create a temporary copy of the game world and its characters, reserved for a subset of players; this allows each subset the chance to experience that part of the game without any interference from uninvited guests. Player-requested entities In some games a player who has access to debugging or administrative tools can spawn entities or pickups with said tools. See also Camping (video gaming) References Esports terminology MUD terminology Video game terminology