Game control method and device, electronic equipment, storage medium and program product

By obtaining operational impact information in online game mode and switching to stand-alone mode, the game delay and disconnection and reconnection problems caused by the sub-package download mechanism are solved, improving user experience and retention rate, especially the game satisfaction of novice players.

CN120643905APending Publication Date: 2025-09-16NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202511033229.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-07-24
Publication Date
2025-09-16

AI Technical Summary

Technical Problem

Problems such as game delays and disconnection and reconnection caused by the sub-packet download mechanism affect the user experience, especially on low-performance devices and unstable network environments, and especially the game retention rate of novice players.

Method used

In the online game mode, the system obtains operation impact information and determines whether the preset conditions are met, such as the sub-package download status, network type and device performance level. If so, the system switches to the stand-alone mode, obtains the game result data and updates the user attribute information when the network conditions are good.

Benefits of technology

It improves the user's gaming experience, avoids delays or disconnection and reconnection problems, ensures the consistency of game results, and increases user satisfaction and retention rate, especially the game retention rate of novice players.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a game control method and device, electronic equipment, a storage medium and a program product, and relates to the technical field of games, the game control method comprises the following steps: after a game client initiates a networking game request to a game server, obtaining operation influence information; judging whether the operation influence information meets a first preset condition or not, wherein the first preset condition is a condition influencing user experience in a networking game mode; if the operation influence information meets a first preset condition, the game mode of the target game is switched into a stand-alone mode, and the game mode comprises a networking game mode and a stand-alone mode; and obtaining match result data of the target game in the stand-alone mode, wherein the match result data is used for updating the user attribute information. Compared with the prior art, the user experience can be improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technology, and in particular to a game control method, device, electronic device, storage medium, and program product. Background Art

[0002] With the development of gaming technology, the size of game installation packages continues to increase. For example, for large mobile games containing a large amount of art resources, downloading the entire game takes too long, affecting the user experience. Therefore, a sub-package download mechanism has emerged. Under this sub-package download mechanism, the game installation package is divided into a base resource package and a resource sub-package. When users download the game for the first time, they only need to download the small base resource package. After entering the game, the resource sub-package is downloaded in the background, providing users with a more complete gaming experience. However, because the sub-package download mechanism occupies network bandwidth, it can easily affect games in online play mode, such as delays or disconnection and reconnection problems, which affect the user's gaming experience. Summary of the Invention

[0003] In view of this, the present disclosure provides a game control method, device, electronic device, storage medium and program product to solve the problem of poor gaming experience caused by the sub-packaging download mechanism existing in the related art.

[0004] In a first aspect, the present disclosure provides a game control method, the method comprising:

[0005] After the game client initiates an online game request to the game server, the operation impact information is obtained; wherein the game client is used to run the target game, and the operation impact information is information that affects the execution of the target game in the online game mode;

[0006] Determining whether the operation impact information satisfies a first preset condition, where the first preset condition is a condition that affects the user experience in the online game mode;

[0007] If the operation impact information satisfies the first preset condition, the game mode of the target game is switched to a stand-alone mode, where the game modes include an online game mode and a stand-alone mode;

[0008] Get the match result data of the target game in stand-alone mode. The match result data is used to update user attribute information.

[0009] In a second aspect, the present disclosure provides a game control device, the device comprising:

[0010] An information collection module, configured to obtain operation impact information after a game client initiates an online game request to a game server; wherein the game client is used to run a target game, and the operation impact information is information that affects the execution of the target game in the online game mode;

[0011] a condition determination module, configured to determine whether the operation impact information satisfies a first preset condition, the first preset condition being a condition that affects the user experience in the online game mode;

[0012] A game mode switching module, configured to switch the game mode of the target game to a stand-alone mode based on the operation impact information satisfying a first preset condition, wherein the game modes include an online game mode and a stand-alone mode;

[0013] The game result acquisition module is used to obtain the game result data of the target game in the stand-alone mode. The game result data is used to update the user attribute information.

[0014] In a third aspect, the present disclosure provides an electronic device comprising: a memory and a processor, the memory and the processor being communicatively connected to each other, the memory storing computer instructions, and the processor executing the game control method of the first aspect or any corresponding embodiment thereof by executing the computer instructions.

[0015] In a fourth aspect, the present disclosure provides a computer-readable storage medium having computer instructions stored thereon, the computer instructions being used to enable a computer to execute the game control method of the first aspect or any corresponding embodiment thereof.

[0016] In a fifth aspect, the present disclosure provides a computer program product, comprising computer instructions for causing a computer to execute the game control method of the first aspect or any corresponding embodiment thereof.

[0017] The game control method provided by the disclosed embodiment obtains operation impact information of a target game currently in an online game mode, and switches the game mode of the target game from the online game mode to the standalone mode based on whether the operation impact information meets the conditions that affect the user experience in the online game mode, and updates the user attribute information using the match result data. It can be seen that the disclosed embodiment switches the game mode from the online game mode to the standalone mode based on the identification and judgment of the operation impact information, thereby improving the user's gaming experience, avoiding the impact of delays or disconnections and reconnections caused by reasons such as the sub-packet download mechanism occupying bandwidth on the gaming experience, and ensuring that the user obtains the same game results as in the online game mode, thereby increasing user satisfaction. BRIEF DESCRIPTION OF THE DRAWINGS

[0018] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the related technologies, the following briefly introduces the drawings required for use in the specific embodiments or related technical descriptions. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0019] Figure 1 is a schematic diagram of a gaming system according to an embodiment of the present disclosure;

[0020] Figure 2 is a first flow chart of a game control method according to an embodiment of the present disclosure;

[0021] Figure 3 is a second flow chart of the game control method according to an embodiment of the present disclosure;

[0022] Figure 4 is a third flow chart of the game control method according to an embodiment of the present disclosure;

[0023] Figure 5 is a schematic diagram of the working principle of the game mode mechanism according to an embodiment of the present disclosure;

[0024] Figure 6 is a schematic diagram of the switching logic of the game mode according to an embodiment of the present disclosure;

[0025] Figure 7 is a structural block diagram of a game control device according to an embodiment of the present disclosure;

[0026] Figure 8 Schematic diagram of the hardware structure of an electronic device according to an embodiment of the present disclosure. DETAILED DESCRIPTION

[0027] To make the purpose, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are part of the embodiments of the present disclosure, not all of the embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without making creative efforts shall fall within the scope of protection of the present disclosure.

[0028] It is understandable that before using the technical solutions disclosed in the various embodiments of this disclosure, the type, scope of use, usage scenarios, etc. of the personal information involved in this disclosure should be informed to the user and the user's authorization should be obtained in an appropriate manner in accordance with relevant laws and regulations.

[0029] The terms "first" and "second" are used for descriptive purposes only and should not be construed as indicating or implying relative importance or implicitly specifying the number of the technical features being referred to. Thus, a feature defined as "first" or "second" may explicitly or implicitly include one or more of such features. Throughout the present disclosure, "plurality" means two or more, unless otherwise specifically defined.

[0030] The split package download mechanism, which divides game resources into multiple small packages for gradual download, is widely used in gaming technology. For example, competitive or racing FPS (First Person Shooting Game) games, particularly mobile games, often use a split package download mechanism to reduce the size of the initial installation package (basic resource package), thereby improving game download efficiency. After entering the game, users are required to download additional resource packages for a more complete gaming experience. However, for users, especially novice players, the default setting when entering a battle is to directly participate in an online game. Regardless of whether the game is in a sub-packet download state, the device performance is high or low, or the network environment is good or bad, the game client needs to maintain real-time interaction with the game server throughout the game process, for example, synchronizing operation instructions and synchronizing opponent status. The early game experience is easily affected by the network bandwidth usage and gaming device heating caused by the sub-packet download mechanism, especially for low-performance devices and unstable network environments. This impact is more obvious, which in turn causes instantaneous disconnection and reconnection and high latency problems, resulting in an increase in the perceived reconnection rate, which seriously affects the user's game retention rate, especially the game retention rate of novice players. Among them, the perceived reconnection rate refers to the rate at which users have a clear perception of disconnection and reconnection during game battles. The perceived reconnection rate is the ratio of the number of times the game server reconnects and the game client actively restores the connection to the total number of battles. It can be seen that during the sub-packet download period, related technologies are prone to frequent delays, disconnections and reconnections due to network bandwidth competition and / or excessive load on gaming devices, which seriously affects the initial gaming experience and user retention rate.

[0031] As an optional application scenario of the embodiment of the present disclosure, Figure 1 As shown, the game system may include at least one terminal device running a game client and at least one game server 103. Figure 1101, a mobile terminal 102, and a game server 103 are exemplarily shown in the figure, wherein the game system includes a computer 101, a mobile terminal 102, and a game server 103, and terminal devices such as the computer 101 and the mobile terminal 102 are connected to the game server 103 via a network 110. The terminal device may be a smart phone, a tablet computer, a laptop computer, a PDA, or a desktop computer, a game console, a smart TV, a smart wearable device, a car terminal, a VR (Virtual Reality) device, an AR (Augmented Reality) device, etc. The game server 103 may be an independent physical server, a server cluster or a distributed system, or a cloud server providing cloud services. The network 110 may be a wired network or a wireless network, examples of which include but are not limited to the Internet, an intranet, a local area network, a wide area network, a mobile communication network, and combinations thereof.

[0032] According to an embodiment of the present disclosure, an embodiment of a game control method is provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.

[0033] In this embodiment, a game control method is provided, which can be used in the above-mentioned terminal device. Figure 2 is a flowchart of a game control method according to an embodiment of the present disclosure, such as Figure 2 As shown, the process includes the following steps:

[0034] Step S201, after the game client initiates an online game request to the game server, operation impact information is obtained; wherein the game client is used to run the target game, and the operation impact information is information that affects the execution of the target game in the online game mode.

[0035] In this embodiment, after the game client initiates an online game request to the game server or after the target game is started, information on the impact of running in the online game mode on the execution of the target game is collected. The operation impact information refers to evaluation indicators that affect the game operation or the game progress. The impact on the game operation or the game progress may include but is not limited to delays, disconnection and reconnection, or game screen freezes, etc. The evaluation indicators of the impact may include but are not limited to one or more of whether it is in a sub-package download state, the current network type, and device performance.

[0036] Specifically, the game mode switching process is generally performed before the game to avoid the problem of other users (not the current user) entering the game and affecting the gaming experience of other users. This embodiment defaults to obtaining the target game's running impact information before the game.

[0037] Step S202 , determining whether the operation impact information satisfies a first preset condition, where the first preset condition is a condition that affects the user experience in the online game mode.

[0038] Among them, the first preset condition is a pre-set judgment condition, for example, including but not limited to at least one of objective factors such as the game client being in a sub-package download state, the current network being poor, low-end equipment, etc.

[0039] In this embodiment, a judgment is made as to whether the operation impact information of the target game in the network game mode meets the conditions for affecting the user experience in the network game mode, thereby determining whether the operation impact information meets the first preset condition.

[0040] Step S203: If the operation impact information satisfies the first preset condition, the game mode of the target game is switched to a stand-alone mode, where the game modes include an online game mode and a stand-alone mode.

[0041] If the operation impact information does not meet the first preset condition, the game mode is maintained as the online game mode.

[0042] In this embodiment, when the acquired operation impact information satisfies the condition of affecting the user experience in the online game mode, the game mode of the target game is switched from the online game mode to the stand-alone mode.

[0043] Among them, stand-alone mode (Offline Mode) refers to a local game mode that does not require real-time network interaction, while online mode (Online Mode) refers to an online game mode that requires real-time network interaction; network interaction refers to the network interaction between the terminal device and the game server, specifically the network interaction between the game client on the terminal device and the game server on the game server. In stand-alone mode, the game client cancels the network interaction with the game server and no longer determines the network status. Stand-alone mode can be an offline mode, which allows you to continue playing the game and completing related matches even without network access; optionally, the game client in stand-alone mode can disconnect from the network or the game device can disconnect from the network.

[0044] Step S204: Obtain match result data of the target game in stand-alone mode. The match result data is used to update user attribute information.

[0045] Among them, the competition result data includes but is not limited to game victory result data, game failure result data, user promotion result data, user game time result data or equipment change data, etc., and user attribute information includes but is not limited to experience points, user level, equipment, game time or ranking points, etc.

[0046] Specifically, since there is no network connection between the game client and the game server in stand-alone mode, after the game is over, the game client re-establishes the network connection with the game server, and the game client reports the game result data to the game server. The game server is used to update user attribute information based on the game result data, for example, updating the user's experience value, user level, equipment, game time, ranking points and other related information. This method can ensure the consistency and accuracy of the data in the game server and the game client, and ensure that the same game results as the online game mode are obtained, thereby improving user experience and user satisfaction.

[0047] In the game control method provided in this embodiment, operation impact information of a game currently in an online game mode is obtained, and based on the operation impact information meeting the conditions that affect the user experience in the online game mode, the game mode of the game is switched from the online game mode to the stand-alone mode, the game is switched to a mode without a network connection within the game, supporting full play without a network, and updating user attribute information using match result data. It can be seen that the disclosed embodiment can switch the game mode from the online game mode to the stand-alone mode based on the identification and judgment of the operation impact information, thereby improving the user's gaming experience, avoiding the impact of delays or disconnections and reconnections caused by reasons such as the sub-packet download mechanism occupying bandwidth on the gaming experience, ensuring that the user obtains the same game results as in the online game mode, and improving user satisfaction. This significantly improves the user experience, increases the user's favorability and engagement in the game, and thus improves the novice retention rate, which is conducive to the long-term development of the game and user growth.

[0048] In this embodiment, a game control method is provided, which can be used in the above-mentioned terminal device. Figure 3 is a flowchart of a game control method according to an embodiment of the present disclosure, such as Figure 3 As shown, the process includes the following steps:

[0049] Step S301: After the game client initiates an online game request to the game server, the game client obtains the operation impact information; wherein, the game client is used to run the target game, and the operation impact information is the information that affects the execution of the target game in the online game mode. Figure 2 Step S201 of the illustrated embodiment will not be described in detail here.

[0050] Step S302: Determine whether the operation impact information satisfies a first preset condition. The first preset condition is a condition that affects the user experience in the online game mode. Figure 2 Step S202 of the illustrated embodiment will not be described in detail here.

[0051] Step S303: If the operation impact information meets the first preset condition, the game mode of the target game is switched to a stand-alone mode. The game modes include online game mode and stand-alone mode. Figure 2 Step S203 of the illustrated embodiment will not be described in detail here.

[0052] Step S304: Obtain match result data of the target game in stand-alone mode. The match result data is used to update user attribute information.

[0053] In some optional implementations, step S304 includes:

[0054] Step S3041: After the target game is finished, the game result data is cached.

[0055] The game client can determine the network status when the match of the target game is over, and establish a network connection between the game client and the game server based on the network status between the game client and the game server being disconnected, so as to communicate between the game client and the game server.

[0056] For the match result data generated after the match of the target game ends, the game client can cache the match result data locally and send it out when the network conditions are good.

[0057] Step S3042: monitor the network status between the game client and the game server.

[0058] The network status includes but is not limited to network upload speed, network download speed, network stability parameters, etc. The network stability parameters include but are not limited to packet loss rate, delay, jitter, etc.

[0059] Step S3043: Send the cached match result data to the game server based on whether the network condition meets the specified conditions.

[0060] The specified conditions include a preset network upload speed, a preset network download speed, or a preset network stability parameter. For example, the specified conditions may include a network upload and / or download speed of 2 Mbps (megabits per second), a packet loss rate of less than 1%, a delay of no more than 150 milliseconds, or a jitter of less than 30 milliseconds.

[0061] In some optional implementations, the game client of the disclosed embodiment may establish a network connection with the game server immediately after the target game is over, so as to communicate between the game client and the game server and send the game result data to the game server.

[0062] Specifically, after the network connection between the game client and the game server is re-established, the game client reports the game result data to the game server, and the game server is used to update user attribute information based on the game result data, such as experience points, ranking points, user level, game time, equipment, etc.

[0063] This embodiment can cache the match result data of the target game after the match is completed, so that the match result data is sent to the game server only when the network status is good, avoiding the problem of incomplete or even failed data transmission caused by uploading immediately after the match ends in the case of poor network conditions. Therefore, this embodiment can ensure the consistency and accuracy of the data in the game server and the game client, and ensure that the user obtains the same game results as the online game mode, further improving the user experience and user satisfaction.

[0064] In some optional implementations, the operation impact information includes subpackage download status information, and the first preset condition includes that subpackage download is in progress; the above step S302 includes: determining whether the subpackage download status information indicates that subpackage download is in progress.

[0065] Specifically, this embodiment can obtain subpackage download status information from the resource management system of the game client. If the subpackage download information can indicate that the subpackage download is in progress, it means that the terminal device is downloading the resource subpackage at this time. Otherwise, it means that the terminal device is not downloading the resource subpackage.

[0066] The game control method provided by the embodiment of the present disclosure can switch the game mode to the stand-alone mode when downloading resource sub-packages, thereby avoiding the impact of the sub-package download mechanism on the game experience, avoiding problems such as delays or disconnection and reconnection, significantly reducing the perceived reconnection rate, and improving the user's gaming experience.

[0067] In some optional implementations, the subpackage download status information includes a first download identifier, a second download identifier, and a third download identifier. The first download identifier indicates that the subpackage download is in progress, the second download identifier indicates that the subpackage download is completed, and the third download identifier indicates that the download is paused or unexpectedly interrupted.

[0068] Specifically, determining whether the sub-package download status information indicates that the sub-package download is in progress includes:

[0069] Step a1: If the currently acquired sub-package download information is the first download identifier, it is determined that the sub-package download status information indicates that the sub-package download is in progress.

[0070] The first download flag may be represented by "1", the second download flag may be represented by "0", the third download flag may be represented by "2", and an unexpected download interruption indicates that the download is incomplete.

[0071] If the currently obtained sub-package download information is "1", it means that the sub-package download is in progress.

[0072] Step a2: If the currently acquired sub-package download information is the second download identifier or the third download identifier, it is determined that the sub-package download status information does not indicate that the sub-package download is in progress.

[0073] If the currently obtained sub-package download information is not "1", for example, the sub-package download information is "0" or "2", it means that the sub-package download is not being performed, that is, the sub-package download has been completed or the download is paused or unexpectedly interrupted.

[0074] By identifying the first download identifier, the second download identifier or the third download identifier, this embodiment can accurately analyze whether the terminal device is currently performing sub-package downloading, thereby providing a reliable basis for subsequent game mode switching.

[0075] In some optional implementations, the operation impact information includes network type information, and the first preset condition includes a target network type; the above step S302 includes: determining whether the network type information indicates the target network type.

[0076] The network type information refers to the type of network the game client is currently connected to. The network type information may include, but is not limited to, 4G (fourth generation mobile communications and its technology) networks, 5G (fifth generation mobile communications technology) networks, and WiFi (mobile hotspot) networks. The target network type indicates a poor network type. In this embodiment, a poor network type generally refers to a network transmission speed less than or equal to 2Mbps (megabits per second). The network transmission speed may include upload speed and / or download speed. The target network type may be, for example, a 4G network type.

[0077] Specifically, the network type information may be obtained by calling a network status detection API (Application Programming Interface).

[0078] In this embodiment, for example, if the network type information indicates a 4G network, it indicates that the operation impact information meets the first preset condition; if the network type information indicates a 5G network or a WiFi network, it indicates that the operation impact information does not meet the first preset condition.

[0079] The disclosed embodiments can personalize network conditions, dynamically adapt to the actual network conditions of different terminal devices, and switch the game mode to stand-alone mode when the network is poor, so as to avoid the impact of low-speed network on the game experience, avoid delays or disconnection and reconnection problems, significantly reduce the perceived reconnection rate, and improve the user's gaming experience and satisfaction.

[0080] In some optional implementations, the operation impact information includes device performance level information, and the first preset condition includes a target device performance level; the above step S302 includes: determining whether the device performance level information indicates the target device performance level.

[0081] The device performance level information indicates the hardware performance level of the terminal device running the game client, such as the performance level of the terminal device's CPU (Central Processing Unit), GPU (Graphics Processing Unit), SOC (System on Chip), or memory. The target device performance level indicates poor hardware performance of the terminal device, such as poor performance of one or more of the terminal device's CPU, GPU, SOC, or memory.

[0082] Taking smart terminals (such as smartphones) as an example of terminal devices, and SOC as an example of terminal device hardware, according to the requirements of general mobile games for smart terminal hardware, smart terminals with SOC performance lower than Snapdragon 835 are low-end devices, that is, poor performance (device level 1 or 2), smart terminals with SOC performance between Snapdragon 835 and Snapdragon 8Gen1 are mid-end devices, that is, average performance (device level 3 or 4), smart terminals with SOC performance between Snapdragon 8Gen1 and Snapdragon 8Gen3 are mid-to-high-end devices (device level 5 or 6), that is, good performance, and smart terminals with SOC performance higher than Snapdragon 8Gen3 are high-end devices, that is, good performance (device level 7 or 8). In combination with this example, the target device performance level means that the SOC performance is lower than the performance level of Snapdragon 835.

[0083] The disclosed embodiments can personalize the performance of terminal devices and dynamically adapt to the actual performance conditions of different terminal devices, thereby avoiding frequent network delays and reconnection issues encountered by some players in the early stages of the game, significantly reducing the perceived reconnection rate, and improving the user's gaming experience.

[0084] In some optional implementations, the operation impact information includes at least two of sub-packet download status information, network type information, and device performance level information.

[0085] In this embodiment, the first preset condition covers at least two of the sub-package download status information, network type information, and device performance level information.

[0086] For example, only when the following conditions are met: the network type is 4G, the sub-package download is not completed, and the device level is level 1 or level 2, can the qualifying mode of the target game be determined to be able to switch from the online game mode to the stand-alone mode.

[0087] The disclosed embodiments can significantly reduce the noticeable reconnection rate during packet downloading, reduce delays and disconnections caused by network bandwidth competition, and can adapt to low-performance devices and weak network environments, thereby improving users' early gaming experience and retention rate.

[0088] In some optional implementations, before determining whether the operation impact information satisfies the first preset condition in the subsequent step, the game control method further includes:

[0089] Step b1, obtaining location information, where the location information includes the location information of the terminal device and / or the location information of the game server.

[0090] Among them, the terminal device can communicate with the game server.

[0091] Since the richness of network infrastructure construction may vary in different areas, the richness of network infrastructure construction in the area where the terminal device is located and / or the area where the game server is located affects the quality of the network environment.

[0092] Step b2: If the area indicated by the location information includes the target area, the first preset condition is updated to a second preset condition, where the second preset condition is different from the first preset condition.

[0093] If the area indicated by the location information does not include the target area, the first preset condition may be maintained unchanged.

[0094] In this embodiment, the first preset condition represents a condition that affects the user experience in the online game mode when the terminal device and the game server are in a designated area.

[0095] The target area is different from the designated area. The target area is an area with a poor network environment and / or an area where users tend to focus on gaming experience, such as an area with a network transmission speed less than or equal to 2 Mbps.

[0096] Before determining whether the operation impact information satisfies the first preset condition, this embodiment first determines whether the first preset condition needs to be updated, and updates the first preset condition to a second preset condition if the area indicated by the location information includes the target area.

[0097] In some optional embodiments, the requirement for the second preset condition to trigger the target game's game mode to switch from an online game mode to a stand-alone mode is lower than and / or higher than the first preset condition.

[0098] For example, compared to the first pre-condition, the second pre-condition could relax the requirements for the target game to enter standalone mode, i.e., lower the threshold or criteria for entering standalone mode. For example, using network type information as an example, both 4G networks and unstable WiFi networks could be considered target network types; using device performance level information as an example, mid-range devices could also be included in the target device performance level.

[0099] For example, compared to the first pre-condition, the second pre-condition can tighten the requirements for the target game to enter standalone mode, i.e., the threshold or criteria for entering standalone mode can be higher. For example, using network type information as an example, only 4G networks with download speeds slower than the target network transmission speed (e.g., 1Mbps) can be included as target network types. For example, using device performance level information as an example, only low-end devices with medium to lower performance can be included in the target device performance level.

[0100] Specifically, the equipment and network conditions of players in different regions are investigated. In this embodiment, the network conditions and / or the equipment conditions of the players in the target area can be detected by a detection module set in the game client, or the network conditions and / or the equipment conditions of the players in the target area can be determined after analyzing the network conditions and / or the equipment conditions of the players in a large number of regions collected by the game server, and the equipment performance level and network speed that can trigger the stand-alone mode can be set according to local conditions to achieve dynamic adjustment of the second preset condition.

[0101] For different regions and player groups, this embodiment can flexibly adjust the first preset condition and the triggering range of the stand-alone mode to adapt to the diverse network environments in different regions of the global market.

[0102] Therefore, the embodiments of the present disclosure have good adaptability and can be flexibly adjusted according to the network conditions of different regions and player groups, providing strong support for the promotion of games in larger areas (for example, promotion in the global market) and enhancing the competitiveness of the game.

[0103] The game control method provided in this embodiment provides targeted optimization strategies for the differences in network conditions and user habits in different regions around the world, improves user retention rates in areas with poor network conditions, and enhances the promotion and competitiveness of games in the global market.

[0104] In this embodiment, a game control method is provided, which can be used in the above-mentioned terminal device. Figure 4 is a flowchart of a game control method according to an embodiment of the present disclosure, such as Figure 4 As shown, the process includes the following steps:

[0105] Step S401: After the game client initiates an online game request to the game server, the game client obtains the operation impact information; wherein, the game client is used to run the target game, and the operation impact information is the information that affects the execution of the target game in the online game mode. Figure 2 Step S201 of the illustrated embodiment will not be described in detail here.

[0106] Step S402: Determine whether the operation impact information satisfies a first preset condition. The first preset condition is a condition that affects the user experience in the online game mode. Figure 2 Step S202 of the illustrated embodiment will not be described in detail here.

[0107] Step S403: If the operation impact information satisfies the first preset condition, the game mode of the target game is switched to a stand-alone mode, where the game modes include an online game mode and a stand-alone mode.

[0108] In some optional implementations, step S403 includes:

[0109] Step S4031, obtain user data.

[0110] User data may include, but is not limited to, whether the user is a novice player, current rank information, game time, main quest completion progress, and whether the game status can be matched with real players. Game time, as used in this embodiment of the disclosure, refers to the total time the current user has spent playing the target game. A novice player, as used in this embodiment of the disclosure, refers to a user who has played the target game for a short time or is playing the target game for the first time.

[0111] Step S4032: If the user data meets the third preset condition and the operation impact information meets the first preset condition, the game mode of the target game is switched to the stand-alone mode; the third preset condition represents the target user attribute.

[0112] Among them, the third preset condition specifically refers to a preset condition related to user attributes; for different target games, the setting method of the third preset condition can be configured according to actual conditions, as a judgment condition for judging whether the target game can be controlled to enter the stand-alone mode from the perspective of user attributes.

[0113] Taking whether the user data is a novice player as an example, the third preset condition may be that the user is a novice player. In this example, the user data includes data indicating that the user is a novice player, which indicates that the current game progress information meets the third preset condition.

[0114] Taking the user data as the current rank information as an example, the third preset condition can refer to the target rank, which is a low rank. For example, in a target game with a ranked match mechanism, the ranks set in ascending order in ranked matches include Bronze 3, Bronze 2, Bronze 1, Silver 3, Silver 2, Silver 1, Gold 3, Gold 2, Gold 1, Platinum 3, Platinum 2, Platinum 1, Diamond 3, Diamond 2, Diamond 1, etc. In this embodiment, the target rank can be a rank lower than Silver 1, or a rank with a ranking score lower than that corresponding to Silver 1. The specific setting can be based on the actual game situation.

[0115] Taking the game duration as an example, the third preset condition may be less than a duration threshold, which may be, for example, 3 hours. If the game duration in this example is less than 3 hours, it may indicate that the current game progress information meets the third preset condition.

[0116] Taking the main task completion progress as an example, the third preset condition may be that the novice task is not completed; then the main task completion progress in this example is that the novice task is not completed, which indicates that the current game progress information meets the third preset condition.

[0117] Taking whether the game status can be matched with real players as an example, the third preset condition may be that it cannot be matched with real players; if the judgment result of whether the game status in this example can be matched with real players is that it cannot be matched with real players, it can be said that the current game progress information meets the third preset condition.

[0118] The disclosed embodiment can make personalized considerations for the user's game progress, and switch the game mode from the online game mode to the stand-alone mode in cases such as low rank, low ranking points, short game time, uncompleted novice tasks, or inability to match with real players, thereby avoiding the impact of online games on the game experience of the current user or other users in the above cases, improving the user's game experience, increasing user satisfaction with the game, and improving user retention rate.

[0119] Step S404: Obtain the match result data of the target game in stand-alone mode. The match result data is used to update the user attribute information. Figure 2 Step S204 of the illustrated embodiment will not be described in detail here.

[0120] In some optional implementations, the game control method further includes:

[0121] Step c1: Determine the game difficulty that matches the user data.

[0122] Specifically, the game difficulty is determined to match one or more of novice players, current rank information, game duration, main task completion progress, and game status that can be matched with real players.

[0123] Step c2: simulating static elements and / or dynamic elements in an online game mode based on the game difficulty and the downloaded game resources.

[0124] For example, static elements include terrain, buildings, etc., and dynamic elements include enemies, player characters, NPCs (Non-Player Characters), etc. Although in stand-alone mode, this embodiment can also provide similar static elements and dynamic elements in the networked game mode in the stand-alone mode.

[0125] Specifically, this embodiment provides users with AI (Artificial Intelligence) enemies and simulated match scenarios from the target game. In standalone mode, the AI ​​difficulty of the simulated match matches the player's attributes, meaning it replaces the player with an AI character of comparable skill level to the real player in the online match. Furthermore, because the dynamic resource package hasn't been fully downloaded, the game scenario and other aspects need to be constructed based on the downloaded game resource package. The downloaded game resource package meets the minimum requirements for constructing a game environment at the matching game difficulty, meaning it can support the construction of a simulated match environment. This allows users to experience a similar gaming experience to a regular online match, improving user satisfaction and ultimately user retention.

[0126] The game control method provided in this embodiment is a dynamic mode switching solution that enhances the combat experience for novice players of sub-packaged game downloads. This embodiment leverages the advantages of single-player mode in the early stages of a novice game, effectively avoiding the negative impact of sub-package downloads on the combat experience, reducing or even eliminating issues such as latency and disconnection reconnection, and improving novice player engagement and retention.

[0127] like Figure 5 As shown, this embodiment sets an information collection module in the game client.

[0128] The information collection module is used to obtain the player's device performance level, for example, it is pre-classified according to the hardware configuration of the device. Combined with the aforementioned embodiment, level 1 and level 2 are low-end devices; the information collection module is used to obtain the current network type, for example, through the network status detection API to determine whether it is 4G, 5G or WiFi, etc.; the information collection module is used to obtain the sub-package download progress, for example, obtaining status information on whether the sub-package has been downloaded from the resource management system of the target game; the information collection module can be used to obtain the player's rank, for example, from the game's ranking system.

[0129] In this embodiment, a conditional judgment module can be set up in the game client or game server to evaluate players based on preset conditions. If the conditional judgment module is set up on the game server, the information collected by the information collection module needs to be sent to the game server. The preset conditions include: device performance level is level 1 or level 2 (i.e., low-end device), network type is 4G, subpackage download is not complete, and the rank is lower than Silver (different conditions can be set for different games); when the player meets all of the above conditions, they are determined to be eligible to enter the single-player qualifying match.

[0130] In this embodiment, a game mode switching module can be set in the game client. When the condition judgment module determines that the player meets the conditions for entering the stand-alone mode, the game mode switching module can switch the player's qualifying match from the conventional online game mode to the stand-alone mode. In stand-alone mode, the game client can suspend real-time network interaction with the game server and no longer send and receive real-time data related to the battle, such as player operation instructions, game status updates, etc., to avoid network delays and reconnection problems. The game continues, and players can complete the game locally. The AI ​​enemies and game scenes in the game run according to the preset stand-alone mode rules to ensure that players can successfully complete the game process and obtain a gaming experience similar to that of a regular qualifying match.

[0131] In this embodiment, a result feedback module can be set up in the game client. After the game is over, the result feedback module re-establishes the network connection between the game client and the game server, and uploads the game results (such as wins and losses, scores, ranking points, etc.) to the game server. The game server can update the player's ranking points and other related data based on the game results, and feed back the relevant information to the game client, thereby ensuring the consistency and accuracy of the game data.

[0132] In response to the network conditions and user habits in different regions, this embodiment can set a regional adaptability adjustment module in the game client. For example, in region A, where the network environment is poor, the network type conditions for entering stand-alone mode can be appropriately relaxed. In addition to 4G networks, unstable WiFi networks can also be taken into consideration. In the market of region B, where device performance is generally higher, the threshold for device performance level can be appropriately raised to allow more players to enjoy the optimized novice experience. Through the flexible adjustment of this module, the disclosed embodiment can also better adapt to the needs of players in different regions around the world to enhance the internationalization level of the game.

[0133] This embodiment provides a dynamic mode switching solution for improving the combat experience of novice players in sub-package downloaded games. Through the collaborative work of the above modules, it effectively optimizes the combat experience of novice players in sub-package downloaded games, solves problems existing in related technologies, and provides strong support for the promotion and development of games.

[0134] like Figure 6 As shown, the game control method provided by the embodiment of the present disclosure can be summarized as follows: collecting data, judging by evaluation conditions, switching to stand-alone mode if the evaluation conditions are met, playing offline games, ending the game, re-evaluating the next game, and feeding back the collected data. The embodiment of the present disclosure is suitable for games that will arrange pure human-computer games in the early stage. Based on the characteristics of the stand-alone mode in the early stage of the game for novice players, combined with their network status and device performance, it dynamically determines whether to set their qualifying matches to stand-alone mode to avoid the impact of network problems during the sub-packet download process on the combat experience. It can be seen that the embodiment of the present disclosure sets the player's game play to stand-alone mode. During the game, the game client no longer determines the network status and can complete the game even if it is completely offline. The network status is not determined until the end of the game and the result is returned to the game server. At the same time, the preset conditions and the trigger range of the stand-alone mode can be flexibly adjusted for different regions and player groups to adapt to the diverse network environment of the global market.

[0135] The disclosed embodiments can significantly reduce the battle reconnection rate of novice players during the sub-packet download period, specifically by reducing delays and disconnections caused by network bandwidth competition, adapting to low-performance devices and weak network environments, and improving the early game experience and retention rate of novices.

[0136] The disclosed embodiment is based on the step of dynamically determining whether the player has entered the stand-alone mode, which can effectively reduce the game client reconnection rate caused by sub-packet downloading. For example, among the player group with low performance level, 4G network and sub-packet downloading, the perceived reconnection rate of Android and iOS platforms is significantly reduced, and the game stability of the players is improved. Taking a mobile game tested in a certain area as an example, the application of this solution significantly reduces the overall perceived reconnection rate. Among them, the perceived reconnection rate of the mobile game on the Android platform is reduced by 96% on the original basis, and the perceived reconnection rate is reduced from the original 1.26% to 0.05%. The perceived reconnection rate of the mobile game on the iOS platform is reduced by 82% on the original basis, and the perceived reconnection rate is reduced from the original 1.01% to 0.18%.

[0137] This embodiment also provides a game control device for implementing the above-mentioned embodiments and preferred embodiments. Details already described will not be repeated. As used below, the term "module" may refer to a combination of software and / or hardware that implements a predetermined function. Although the devices described in the following embodiments are preferably implemented in software, implementation using hardware, or a combination of software and hardware, is also possible and contemplated.

[0138] This embodiment provides a game control device, such as Figure 7 shown, and can be combined Figure 5 , the game control device comprises:

[0139] The information collection module 701 is used to obtain operation impact information after the game client initiates an online game request to the game server; wherein the game client is used to run the target game, and the operation impact information is information that affects the execution of the target game in the online game mode.

[0140] The condition judgment module 702 is used to judge whether the operation impact information meets a first preset condition, where the first preset condition is a condition that affects the user experience in the online game mode.

[0141] The game mode switching module 703 is used to switch the game mode of the target game to a stand-alone mode according to whether the operation impact information satisfies a first preset condition. The game modes include an online game mode and a stand-alone mode.

[0142] The game result acquisition module 704 is used to obtain the game result data of the target game in the stand-alone mode. The game result data is used to update the user attribute information.

[0143] In some optional implementations, the game result acquisition module 704 includes:

[0144] The cache unit is used to cache the game result data after the game of the target game ends.

[0145] The monitoring unit is used to monitor the network status between the game client and the game server.

[0146] The sending unit is used to send the cached game result data to the game server according to the network conditions meeting the specified conditions.

[0147] In some optional implementations, the operation impact information includes subpackage download status information, and the first preset condition includes subpackage download in progress; the condition judgment module 702 is used to judge whether the subpackage download status information indicates that subpackage download is in progress.

[0148] In some optional implementations, the subpackage download status information includes a first download identifier, a second download identifier, and a third download identifier. The first download identifier indicates that the subpackage download is in progress, the second download identifier indicates that the subpackage download is completed, and the third download identifier indicates that the download is paused or unexpectedly interrupted.

[0149] The condition judgment module 702 is configured to determine, based on the currently acquired sub-package download information as a first download identifier, that the sub-package download status information indicates that the sub-package download is in progress.

[0150] The condition judgment module 702 is configured to determine, based on the currently acquired sub-package download information being the second download identifier or the third download identifier, that the sub-package download status information does not indicate that the sub-package download is in progress.

[0151] In some optional implementations, the operation impact information includes network type information, and the first preset condition includes a target network type; the condition judgment module 702 is configured to judge whether the network type information indicates the target network type.

[0152] In some optional implementations, the operation impact information includes device performance level information, and the first preset condition includes a target device performance level; the condition judgment module 702 is used to judge whether the device performance level information indicates the target device performance level.

[0153] In some optional implementations, the operation impact information includes at least two of sub-packet download status information, network type information, and device performance level information.

[0154] In some optional implementations, the game control device further includes:

[0155] A regional adaptive adjustment module, configured to obtain location information, including location information of a terminal device and / or location information of a game server;

[0156] The area adaptive adjustment module is configured to update the first preset condition to a second preset condition according to the area indicated by the location information including the target area, where the second preset condition is different from the first preset condition.

[0157] In some optional implementations, the game mode switching module 703 includes:

[0158] The user data acquisition unit is used to acquire user data.

[0159] The game mode switching unit is used to switch the game mode of the target game to the stand-alone mode according to the user data meeting the third preset condition and the operation impact information meeting the first preset condition; the third preset condition represents the target user attribute.

[0160] In some optional implementations, the game control device further includes:

[0161] The difficulty determination module is used to determine the game difficulty that matches the user data.

[0162] The mode simulation module is used to simulate static elements and / or dynamic elements in the online game mode based on the game difficulty and downloaded game resources.

[0163] The game control device provided in the embodiments of the present disclosure can execute the game control method provided in any embodiment of the present disclosure, and has the functional modules and beneficial effects corresponding to the execution method. The further functional description of each of the above modules and units is the same as that of the corresponding embodiments above, and will not be repeated here.

[0164] Figure 8A schematic structural diagram of an electronic device provided in an embodiment of the present disclosure.

[0165] The following specific reference Figure 8 , which shows a schematic diagram of the structure of an electronic device suitable for implementing the embodiments of the present disclosure. The electronic device may include a processor (e.g., a central processing unit, a graphics processing unit, etc.) 801, which can perform various appropriate actions and processes according to a program stored in a read-only memory (ROM) 802 or a program loaded from a memory 808 into a random access memory (RAM) 803. Various programs and data required for the operation of the electronic device are also stored in the RAM 803. The processor 801, ROM 802, and RAM 803 are connected to each other via a bus 804. An input / output (I / O) interface 805 is also connected to the bus 804.

[0166] Typically, the following devices may be connected to the I / O interface 805: an input device 806 including, for example, a touch screen, a touchpad, a keyboard, a mouse, a camera, a microphone, an accelerometer, a gyroscope, etc.; an output device 807 including, for example, a liquid crystal display (LCD), a speaker, a vibrator, etc.; a storage device 808 including, for example, a magnetic tape, a hard disk, etc.; and a communication device 809. The communication device 809 may allow the electronic device to communicate with other devices wirelessly or by wire to exchange data. Although Figure 8 An electronic device having various devices is shown, but it should be understood that it is not required to implement or possess all of the devices shown, and more or fewer devices may be implemented or possessed instead.

[0167] In particular, according to an embodiment of the present disclosure, the process described above with reference to the flowchart can be implemented as a computer software program. For example, an embodiment of the present disclosure includes a computer program product, which includes a computer program carried on a non-transitory computer-readable medium, and the computer program includes program code for executing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from the network via the communication device 809, or installed from the memory 808, or installed from the ROM 802. When the computer program is executed by the processor 801, the above-mentioned functions defined in the game control method of the embodiment of the present disclosure are performed.

[0168] Figure 8 The electronic device shown is only an example and should not limit the functions and scope of use of the embodiments of the present disclosure.

[0169] The embodiments of the present disclosure also provide a computer-readable storage medium. The above-mentioned method according to the embodiments of the present disclosure can be implemented in hardware, firmware, or implemented as a computer code that can be recorded in a storage medium, or implemented as a computer code that is originally stored in a remote storage medium or a non-temporary machine-readable storage medium and downloaded through a network and will be stored in a local storage medium, so that the method described herein can be stored in such software processing on a storage medium using a general-purpose computer, a dedicated processor, or programmable or dedicated hardware. Among them, the storage medium can be a magnetic disk, an optical disk, a read-only storage memory, a random access memory, a flash memory, a hard disk or a solid-state drive, etc.; further, the storage medium can also include a combination of the above-mentioned types of memory. It can be understood that a computer, a processor, a microprocessor controller or programmable hardware includes a storage component that can store or receive software or computer code. When the software or computer code is accessed and executed by a computer, a processor or hardware, the game control method shown in the above embodiment is implemented.

[0170] A portion of the present disclosure may be applied as a computer program product, such as a computer program instruction, which, when executed by a computer, can call or provide the method and / or technical solution according to the present disclosure through the operation of the computer. Those skilled in the art should understand that the form in which the computer program instruction exists in a computer-readable medium includes but is not limited to a source file, an executable file, an installation package file, etc. Accordingly, the way in which the computer program instruction is executed by the computer includes but is not limited to: the computer directly executes the instruction, or the computer compiles the instruction and then executes the corresponding compiled program, or the computer reads and executes the instruction, or the computer reads and installs the instruction and then executes the corresponding installed program. Here, the computer-readable medium can be any available computer-readable storage medium or communication medium that can be accessed by the computer.

[0171] Although the embodiments of the present disclosure have been described with reference to the accompanying drawings, those skilled in the art may make various modifications and variations without departing from the spirit and scope of the present disclosure, and such modifications and variations are all within the scope defined by the appended claims.

Claims

1. A game control method, characterized in that: The method comprises: After the game client initiates an online game request to the game server, obtaining operation impact information; wherein the game client is used to run the target game, and the operation impact information is information that affects the execution of the target game in the online game mode; Determining whether the operation impact information satisfies a first preset condition, where the first preset condition is a condition that affects a user experience in the online game mode; If the operation impact information satisfies the first preset condition, switching the game mode of the target game to a stand-alone mode, where the game modes include an online game mode and the stand-alone mode; Obtain match result data of the target game in the stand-alone mode, where the match result data is used to update user attribute information.

2. The method according to claim 1, characterized in that The obtaining of the match result data of the target game in the stand-alone mode includes: After the match of the target game ends, caching the match result data; Monitoring the network status between the game client and the game server; According to the network condition meeting the specified condition, the cached game result data is sent to the game server.

3. The method according to claim 1 or 2, characterized in that The operation impact information includes subpackage download status information, and the first preset condition includes that subpackage download is in progress; and determining whether the operation impact information satisfies the first preset condition includes: It is determined whether the sub-package download status information indicates that the sub-package download is in progress.

4. The method according to claim 3, characterized in that The sub-package download status information includes a first download identifier, a second download identifier, and a third download identifier, wherein the first download identifier indicates that the sub-package download is in progress, the second download identifier indicates that the sub-package download is completed, and the third download identifier indicates that the download is paused or unexpectedly interrupted; and determining whether the sub-package download status information indicates that the sub-package download is in progress includes: If the currently acquired sub-package download information is the first download identifier, determining that the sub-package download status information indicates that the sub-package download is in progress; If the currently acquired sub-package download information is the second download identifier or the third download identifier, it is determined that the sub-package download status information does not indicate that the sub-package download is in progress.

5. The method according to claim 1 or 2, characterized in that The operation impact information includes network type information, and the first preset condition includes a target network type; The determining whether the operation impact information satisfies a first preset condition includes: It is determined whether the network type information indicates the target network type.

6. The method according to claim 1 or 2, characterized in that The operation impact information includes device performance level information, and the first preset condition includes a target device performance level; and determining whether the operation impact information satisfies the first preset condition includes: It is determined whether the device performance level information indicates the target device performance level.

7. The method according to claim 1, characterized in that The operation impact information includes at least two of sub-package download status information, network type information and device performance level information.

8. The method according to any one of claims 1, 2 or 7, characterized in that Before determining whether the operation impact information satisfies a first preset condition, the method further includes: Acquiring location information, wherein the location information includes location information of the terminal device and / or location information of the game server; If the area indicated by the location information includes the target area, the first preset condition is updated to a second preset condition, where the second preset condition is different from the first preset condition.

9. The method according to any one of claims 1, 2 or 7, characterized in that If the operation impact information satisfies the first preset condition, switching the game mode of the target game to a stand-alone mode includes: Get user data; If the user data meets a third preset condition and the operation impact information meets the first preset condition, the game mode of the target game is switched to a stand-alone mode; the third preset condition represents a target user attribute.

10. The method according to claim 9, characterized in that After switching the game mode of the target game to a stand-alone mode, the method further includes: determining a game difficulty that matches the user data; Based on the game difficulty and the downloaded game resources, static elements and / or dynamic elements in the online game mode are simulated.

11. A game control device, characterized in that: The device comprises: An information collection module, configured to obtain operation impact information after a game client initiates an online game request to a game server; wherein the game client is used to run a target game, and the operation impact information is information that affects the execution of the target game in an online game mode; a condition determination module, configured to determine whether the operation impact information satisfies a first preset condition, wherein the first preset condition is a condition that affects the user experience in the online game mode; a game mode switching module, configured to switch the game mode of the target game to a stand-alone mode according to the operation impact information satisfying the first preset condition, wherein the game mode includes the online game mode and the stand-alone mode; The game result acquisition module is used to obtain the game result data of the target game in the stand-alone mode, and the game result data is used to update the user attribute information.

12. An electronic device, characterized in that: include: A memory and a processor, wherein the memory and the processor are communicatively connected to each other, the memory stores computer instructions, and the processor executes the game control method according to any one of claims 1 to 10 by executing the computer instructions.

13. A computer-readable storage medium, characterized in that The computer-readable storage medium stores computer instructions, and the computer instructions are used to enable a computer to execute the game control method according to any one of claims 1 to 10.

14. A computer program product, characterized in that The game control method comprises computer instructions for causing a computer to execute the game control method according to any one of claims 1 to 10.