Interaction control method and device in game and electronic equipment

By setting ownership permissions for target virtual items and scene areas in the game scene, the problem of low player attraction and retention rates in existing games has been solved, thereby improving the game's fun and increasing player retention.

CN121466596APending Publication Date: 2026-02-06NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411074963.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-08-06
Publication Date
2026-02-06

AI Technical Summary

Technical Problem

In existing games, the common gameplay style of players teaming up to confront each other results in low player attraction and retention rates.

Method used

By setting target virtual items and scene areas in the game scene, the game faction is allowed to acquire and control ownership permissions, accumulate game completion progress, and control the virtual item restoration position and pause/continue progress counting when losing or regaining permissions, until the victory threshold is reached.

Benefits of technology

This increased the game's fun and appeal to players, thereby improving player retention.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides an interaction control method and device in a game and electronic equipment, and the method comprises the steps: responding to a target game camp in a plurality of game camps to carry a virtual prop to enter a target scene region in a game scene corresponding to a game match, configuring an attribution authority corresponding to the region for the camp, and carrying out the configuration of the attribution authority. Accumulating the game completion progress for the camp based on the first duration of the area belonging to the camp; responding to the fact that the camp loses the ownership authority of the area, and pausing the accumulated game completion progress; in response to the situation that the camp carries the virtual item again to enter the area, reconfiguring the attribution permission corresponding to the area for the camp, and continuously accumulating the first game completion progress based on the second duration of the area belonging to the camp; and in response to the fact that the first game completion progress corresponding to the camp first reaches the target winning threshold, determining that the camp is winning. According to the mode, the interestingness of the game is improved, the attraction to players is improved, and therefore the retention rate of the players is increased to a certain degree.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and more specifically, to an interactive control method, device, and electronic device in a game. Background Technology

[0002] In some games, players can form teams themselves, or the game system can team up players to participate in a match, creating a situation where two or more teams are facing off. During the match, virtual characters in one team typically use skills to damage virtual characters in other teams, and the final score is based on the damage received by the virtual characters in the opposing team. This method is quite common, but it has low player appeal, resulting in low player retention rates. Summary of the Invention

[0003] In view of this, the purpose of this disclosure is to provide an interactive control method, device, and electronic device in a game to enhance the game's fun and attractiveness to players, thereby improving player retention to a certain extent.

[0004] In a first aspect, embodiments of this disclosure provide an interactive control method in a game, the method comprising: responding to a game start command, providing a game scene corresponding to the game, wherein the game scene includes multiple game factions participating in the game and a target virtual item located at the initial scene position; responding to a target game faction among the multiple game factions entering a target scene area in the game scene from the initial scene position carrying the target virtual item, configuring ownership permissions corresponding to the target scene area for the target game faction, and accumulating a first game completion progress corresponding to the target game faction based on a first duration for which the target scene area belongs to the target game faction; responding to the target game faction losing control of the target scene area... The system controls the ownership of the scene area, restores the target virtual item to its initial scene position, and pauses the accumulation of the first game completion progress. In response to the target game faction re-entering the target scene area with the target virtual item, it reconfigures the ownership of the target scene area for the target game faction and continues to accumulate the first game completion progress based on the second duration of the target scene area belonging to the target game faction and the already accumulated first game completion progress. Before the second game completion progress of other game factions among multiple game factions reaches the target victory threshold, in response to the first game completion progress of the target game faction reaching the target victory threshold, it determines that the target game faction has won the game.

[0005] Secondly, embodiments of this disclosure provide an interactive control device in a game, comprising: a scene providing module, configured to provide a game scene corresponding to the game match in response to a game match start command, wherein the game scene includes multiple game factions participating in the game match and a target virtual item located at the initial scene position; a first match progress accumulation module, configured to, in response to a target game faction among the multiple game factions entering a target scene area in the game scene from the initial scene position carrying the target virtual item, configure the target game faction with the ownership permission corresponding to the target scene area, and accumulate the first match completion progress corresponding to the target game faction based on a first duration for which the target scene area belongs to the target game faction; and an accumulation pause module, configured to, in response to a target game faction losing control of the target game scene area. The target scene area ownership module controls the restoration of the target virtual item to its initial scene position and pauses the accumulation of the first game completion progress. The second game progress accumulation module is used to reconfigure the ownership rights of the target game area for the target game team when the target game team re-enters the target scene area with the target virtual item, and continues to accumulate the first game completion progress based on the second duration of the target scene area belonging to the target game team and the already accumulated first game completion progress. The game victory determination module is used to determine that the target game team wins the game before the second game completion progress of other game teams in multiple game teams reaches the target victory threshold, in response to the first game completion progress of the target game team reaching the target victory threshold.

[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned interactive control method in the game.

[0007] Fourthly, embodiments of the present invention provide a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the aforementioned interactive control method in the game.

[0008] The embodiments of the present invention bring the following beneficial effects:

[0009] The aforementioned interactive control method, device, and electronic device in a game, in the game scene corresponding to a game match, responds to the following: When a target game faction from multiple game factions enters a target scene area from its initial location carrying a target virtual item, the faction is assigned ownership permissions for that area, and the faction's match completion progress is accumulated based on a first duration of ownership. When the faction loses ownership permissions for the area, the target virtual item is restored to its initial location, and the accumulation of match completion progress is paused. When the faction re-enters the area carrying the target virtual item, the faction's ownership permissions for that area are reconfigured, and the first match completion progress is accumulated again based on a second duration of ownership. When the faction's first match completion progress reaches a target victory threshold before other factions' match completion progress, the faction is determined to have won the game. This method enhances the game's fun and attracts players, thereby improving player retention to some extent.

[0010] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.

[0011] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0012] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0013] Figure 1 A flowchart of an interactive control method in a game provided as an embodiment of this disclosure;

[0014] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of this disclosure;

[0015] Figure 3 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;

[0016] Figure 4 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;

[0017] Figure 5 A schematic diagram of a status identifier provided in an embodiment of this disclosure;

[0018] Figure 6 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;

[0019] Figure 7 A schematic diagram of the structure of an interactive control device in a game provided in an embodiment of this disclosure;

[0020] Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0021] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0022] Based on this, the present disclosure provides an interactive control method, device, and electronic device for games, which can be applied to various game scenarios with game matches.

[0023] In one embodiment of this invention, the interactive control method in a game can run on a local terminal device or a server. When the interactive control method in a game runs on a server, it can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.

[0024] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of interactive control methods in the game are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0025] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0026] See Figure 1 First, an interactive control method in a game provided by an embodiment of the present invention will be introduced. The method includes the following steps:

[0027] Step S102: In response to the game start command, provide the game scene corresponding to the game, wherein the game scene includes multiple game factions participating in the game and target virtual items located at the initial scene position.

[0028] There are usually multiple game factions participating in a game, which can be two or more. Each game faction can include one or more virtual objects. The number of virtual objects in the same game faction is usually the same, but can also be different, depending on the needs, and is not limited here.

[0029] The aforementioned target virtual item is typically set at the initial scene location in the game environment. This initial scene location is usually located in the central area of ​​the game environment and can be a fixed location or a randomly determined location within a certain scene area; there are no restrictions on this. Since virtual objects in subsequent game factions need to acquire the target virtual item, for the sake of fairness, an initial location is usually set for each game faction to appear in the game environment. This location can be called the "spawn location," ensuring that each game faction is equidistant from its initial scene location at the start.

[0030] To ensure fairness, multiple spawn locations can be set. For each spawn location, virtual objects from each game faction are distributed across these locations. For example, when each game faction has 5 characters, 5 spawn locations can be set in the game scene. The distances between these 5 spawn locations and the target scene location can be roughly the same or significantly different. Each game faction can randomly assign spawn locations to each character, ensuring that each of the 5 spawn locations contains a character from that faction. Specific settings can be configured according to requirements and are not limited here.

[0031] The number of target virtual items can be one or more. To increase the excitement of the game, the number of target virtual items is usually less than the number of game factions participating in the game. When there are two game factions participating in the game, usually only one target virtual item is set. When there are four game factions participating in the game, two or three target virtual items can be set, depending on the needs, and there is no restriction here.

[0032] Step S104: In response to the target game faction from the initial scene location carrying the target virtual item into the target scene area in the game scene, configure the ownership permission corresponding to the target scene area for the target game faction, and accumulate the first game completion progress corresponding to the target game faction based on the first duration of the target scene area belonging to the target game faction.

[0033] The target game faction can be any faction participating in the game, not a specific faction. The target game faction can have one or more game characters. Game characters belonging to this faction need to obtain the target virtual item from the initial scene location, or from a virtual object of another faction carrying the target virtual item, and then carry the target item into the target scene area.

[0034] During the process of carrying the target virtual item from its initial location to its target area, the virtual object carrying the target virtual item can usually be changed. That is, virtual objects from other factions can "steal" the target virtual item by attacking the virtual object carrying it. It is also possible to set up a player who controls the virtual object carrying the target virtual item to transfer the target virtual item from that virtual object to a virtual object of their own faction through certain game operations.

[0035] You can also pre-set that during the process of a target virtual item being carried from its initial location to its target area, only virtual objects from the same game faction can access it. If a virtual object from another game faction acquires the target virtual item, it will return to its initial location. Specific settings can be customized to your needs.

[0036] In practical applications, the game faction of the virtual object carrying the target virtual item into the target scene area is usually considered the target game faction. When the target game faction carries the target virtual item into the target scene area, the corresponding ownership permissions for the target scene area are configured for the target game faction, that is, the target scene area is set to belong to the target game faction.

[0037] There can be one or more target scene areas in the game. To increase the unpredictability of the game, target scene areas are usually some distance from the initial scene location. For fairness, multiple target scene areas are usually set around the initial scene location, allowing players to choose which target scene area to accumulate match progress. The function of the target scene area is to accumulate match progress for the game faction that currently owns the target scene area. Conversely, when a game faction loses ownership of a target scene area, the target scene area will no longer accumulate match progress for that game faction.

[0038] Generally, each game faction has its own corresponding match completion progress, and the initial value of each game faction's match completion progress is zero. When accumulating match progress for the game faction with ownership rights in the target scene area, the first match completion progress for the target game faction can be based on the first duration belonging to the target game faction in the target scene area. Specifically, the first match completion progress can be directly proportional to the first duration, or a duration threshold can be preset. When the first duration is less than the duration threshold, the ratio of the first match completion progress to the first duration is the first coefficient; when the first duration is greater than or equal to the duration threshold, the ratio is the second coefficient. The first coefficient and the second coefficient are different. In specific implementations, the mathematical relationship between the first match completion progress and the first duration can be set according to requirements, and no restrictions are imposed here.

[0039] Step S106: In response to the target game faction losing ownership of the target scene area, control the target virtual item to return to the initial scene position and pause the accumulation of the first game completion progress.

[0040] The target game faction can lose ownership of the target scene area under various circumstances. For example, virtual objects from other game factions may remove target virtual items from the target scene area; all virtual objects in the target game scene may be killed; the number of virtual characters from other game factions in the target game scene may reach a specified number, and the duration of their stay may reach a specified duration. Specific settings can be configured according to needs, and are not discussed here.

[0041] Once the target game faction loses ownership of the target scene area, it needs to restore the target virtual item to its initial scene position. During this process, the target virtual item can disappear from the target scene area and then reappear at its initial location; alternatively, it can be displayed as if the target virtual item automatically moves from the target scene area to its initial scene position. The specific settings can be customized to meet individual needs and are not limited here.

[0042] During the process of the target virtual item automatically moving from the target scene area to the initial scene position, the target virtual item can be set to an unobtainable state until it moves to the initial scene position; alternatively, the target virtual item can be set to an obtainable state, and virtual objects of each game faction can obtain the target virtual item by releasing skills or other means. The specific settings can be configured according to needs and are not restricted here.

[0043] When the target game faction loses ownership of the target scene area, the accumulation of progress for the first match needs to be paused. The paused progress for the first match can remain unchanged, decrease at a certain rate, or decrease at a certain rate after a pause period. The specific settings can be configured according to needs and are not restricted here.

[0044] Step S108: In response to the target game faction re-entering the target scene area with the target virtual item, reconfigure the ownership permissions of the target scene area for the target game faction, and continue to accumulate the completion progress of the first game based on the second duration of the target scene area belonging to the target game faction and the already accumulated completion progress of the first game.

[0045] Once the target virtual item is returned to its initial location, any virtual object from any game faction can approach it to obtain it. After a virtual object acquires the target item, virtual objects from other game factions can attack that object to obtain it, or the target virtual object can actively transfer the target item to another virtual object. This process is similar to the transport process described above and will not be elaborated upon here.

[0046] If a virtual object in the target game faction acquires the target virtual item and then re-enters the target scene area with the target virtual item, the ownership permissions for the target scene area can be reconfigured for the target game faction. The target game faction has already accumulated some progress towards completing the first match during the initial acquisition of ownership permissions for the target scene area. Upon re-acquiring ownership permissions for the target scene area, it needs to continue accumulating progress based on the already accumulated progress towards completing the first match.

[0047] When multiple target areas are set up in the game scenario, if the target game faction acquires the target virtual item again, they can choose to carry the target virtual item back to the initial target area or to another target area. Virtual objects from other game factions may be "ambushed" in one or more target areas, waiting for the target game faction's virtual object carrying the target virtual item. Other virtual objects in the target game faction can be assigned tasks: some will scout the target areas, while others will protect the virtual object carrying the target virtual item. At this point, the target game faction needs to devise tactics and cooperate as a team to successfully carry the target virtual item to a specific target virtual area.

[0048] As mentioned above, the progress of the first match may decrease when the target game faction loses ownership of the target game scene. Therefore, when accumulating further progress, it will be based on the reduced progress of the first match. The accumulation speed of the first match progress in the target scene area can remain constant or increase with the duration the target virtual item remains in the target scene area (i.e., the second duration mentioned above); this is not restricted here. During the continued accumulation of the first match progress, the accumulated progress value can be calculated based on the accumulation speed and the second duration. This accumulated progress value is then added to the already accumulated first match progress to obtain the updated first match progress.

[0049] Step S110: Before the completion progress of the second game corresponding to other game factions in multiple game factions reaches the target victory threshold, in response to the completion progress of the first game corresponding to the target game faction reaching the target victory threshold, determine that the target game faction wins the game game.

[0050] While the target game faction accumulates progress in the target scene area, other game factions can often cause the target game faction to lose ownership of the target scene area again by attacking virtual objects within the target game faction's game. The target game faction then needs to repeatedly enter the target scene area with the target virtual item to regain ownership until the progress in the first match reaches the target victory threshold. At this point, the target game faction is confirmed to have won the game.

[0051] If another game faction achieves the target victory threshold first by playing a similar game process to the target game faction, then the corresponding game faction is determined to have won the game.

[0052] In practical applications, a maximum value can be set for the target virtual scene to accumulate match progress for any game faction at a time. Once this maximum value is exceeded, the target virtual item will be restored to its original location within the target scene, and the target virtual scene will become neutral, no longer accumulating match progress for either game faction.

[0053] The maximum accumulative progress can be less than the target victory threshold. For example, if it is half of the target victory threshold, then even if no other faction causes the target game faction to lose ownership of the target game scene, the target game faction will still need to transport the target virtual item to the target game scene at least twice. This method increases the uncertainty in the game and enhances the game's fun.

[0054] The aforementioned interactive control method in a game involves the following steps: In the game scene corresponding to a match, in response to a target game faction entering a target scene area from its initial location with a target virtual item, the faction is assigned ownership permissions for that area, and its match completion progress is accumulated based on a first duration of ownership. In response to a faction losing ownership permissions for that area, the target virtual item is returned to its initial location, and match completion progress accumulation is paused. In response to a faction re-entering the area with the target virtual item, ownership permissions for that area are reconfigured, and the first match completion progress continues to accumulate based on a second duration of ownership. Finally, in response to a faction's match completion progress reaching a target victory threshold before other factions' match completion progress, that faction wins the game. This method enhances the game's fun and attracts players, thereby improving player retention to some extent.

[0055] The following embodiment provides a specific method for responding to a target game faction from multiple game factions entering a target scene area in the game scene from an initial scene location carrying target virtual items, configuring the target game faction with the corresponding ownership permissions for the target scene area, and accumulating the first match completion progress of the target game faction based on the first duration for which the target scene area belongs to the target game faction.

[0056] In practical applications, at least two game factions are included among the aforementioned multiple game factions. For ease of reference, these two factions are referred to as the first game faction and the second game faction, respectively. The target game faction can be either the first or the second game faction, and the match completion progress corresponding to the first game faction and the match completion progress corresponding to the second game faction are accumulated independently.

[0057] The target game scenario typically includes one or more virtual objects. Assuming the target game scenario includes a first virtual object controlled by a first terminal device, the entire game process will be described in more detail from the perspective of this first virtual object. Players can generate target item acquisition commands using the first terminal device's mouse, keyboard, touchscreen, etc. In response to these commands, the player controls the first virtual object to acquire the target virtual item located at the initial scene position. Generally, the distance between the first virtual object and the target virtual item must be less than a preset distance threshold, or the first virtual object must aim at the target virtual item before it can be controlled to acquire it.

[0058] In practical applications, the first terminal device typically provides a graphical user interface (GUI). This GUI displays a crosshair corresponding to the first virtual object, indicating its aiming direction within the game scene. Players can control the first virtual object to move closer to its initial position and adjust the crosshair to aim at target virtual objects.

[0059] When the first virtual object approaches the initial scene position and its crosshair points to the target virtual item, the target virtual item is obtainable by the first virtual object. The indicator of the target virtual item can be changed to indicate that it is obtainable. Specifically, the item indicator can be displayed in a preset first display format, which differs from the initial display format of the item indicator. This first display format can be various, such as highlighted, glowing, or flashing, and is not limited here. When the player sees the item indicator displayed in the first display format, they can use a keyboard, mouse, or touchscreen to generate a target item acquisition command, and in response to the target virtual item acquisition command, control the first virtual object to acquire the target virtual item.

[0060] To enhance the game's appeal, the first virtual object can be configured not to directly acquire the target virtual item. Instead, a timer starts after a target virtual item acquisition command is generated, recording an initial timeout. Based on this timeout, the first virtual object's item acquisition progress is updated. Typically, the acquisition progress is set to be proportional to the initial timeout, with the ratio remaining constant or gradually increasing. The first virtual object is only confirmed to have acquired the target virtual item when the acquisition progress reaches a preset first progress threshold. To inform players of the first virtual object's acquisition speed and response to the target virtual item acquisition command, a first progress indicator can be displayed in the graphical user interface; this indicator serves to show the item acquisition progress. Figure 2As shown, the first progress indicator can be a bar-shaped indicator. The total length of the bar-shaped indicator represents the total progress when the target virtual item is obtained, and the length of the color-filled part in the bar-shaped indicator represents the current item acquisition progress of the first virtual object.

[0061] During the process of the first virtual object acquiring the target virtual item, it is usually set to be unable to move or attack. Virtual objects from other factions can attack the first virtual object to prevent it from successfully acquiring the target item. Other virtual objects in the first virtual object's faction can protect it by attacking virtual objects in other factions. Before the item acquisition progress reaches a preset first progress threshold, in response to the first virtual object entering a specified state, the item acquisition progress for the first virtual object regarding the target virtual item is set to zero. This specified state can be a controlled state or a killed state. The specified state is usually caused by an attack on the first virtual object by an enemy virtual object. The controlled state can be a stunned state, a frozen state, etc., and can be set according to requirements.

[0062] After the first virtual object acquires the target virtual item, the player can control the first terminal device to generate movement control commands. Responding to these commands, the player can control the first virtual object to move within the game scene while carrying the target virtual item. When the first virtual object, carrying the target virtual item, enters the target area within the game scene, the player assigns ownership permissions corresponding to that area to the target game faction.

[0063] The target scene area can be marked in the game scene at the start of the game. Specifically, in response to the start of the game, one or more target scene areas can be directly provided in the game scene. Alternatively, one or more target scene areas can be provided in response to a target game faction acquiring a target virtual item from the initial scene location. Specifically, the game system can determine the location of the target scene area within the scene area only after a virtual object acquires the target virtual item, or mark the pre-determined target scene area on the game map and in the game scene.

[0064] When the first virtual object in the target game faction acquires the target virtual item, a marker for the target scene area will be displayed on the game map in the map display window. Specifically, the marker for the target scene area can be displayed in the map display window of the graphical user interface provided by the terminal device controlling any virtual object participating in the game. For example, displaying the marker for the target scene area in the graphical user interface provided by the terminal device controlling the first virtual object... Figure 3As shown, the three square markers represent the target scene area, and the circular marker represents the first virtual object. When the first virtual object approaches the target scene area, causing the graphical user interface to display the target scene area, this target scene area is displayed in a format distinct from other scene areas, such as being displayed as glowing, etc., without specific restrictions. Figure 4 As shown, the gray area represents the target scene area.

[0065] When the first virtual object acquires the target virtual item, a throwing control can be provided in the graphical user interface of the terminal device controlling the first virtual object. This essentially adds a throwing skill to the first virtual object, allowing it to throw the target virtual item at other virtual objects when it's difficult to carry it further. Players can generate trigger commands to the throwing control via the first terminal device. In response to these commands, the player can control the first virtual object to throw the target virtual item in the game scene, thus transferring the target virtual item from the first virtual object. Trigger commands typically specify throwing parameters, such as throwing direction and force, thereby controlling the virtual object that receives the target virtual item.

[0066] Players typically need to control a first virtual object to transfer a target virtual item to a virtual object in the target game faction. However, since the throwing action is controlled by the player, if not controlled properly, the target virtual item may be thrown into the game scene or onto a virtual object in the enemy faction, which is full of uncertainty and requires good cooperation between virtual objects in the same faction.

[0067] If the target virtual item is thrown to a target virtual object, or if the target virtual item is thrown into the game scene and the target virtual object picks up the target virtual item in the game scene, then the target virtual item is transferred to the target virtual object so that the target virtual object can acquire the target virtual item; wherein, the target virtual object can be any virtual object from multiple game factions. The target virtual object can be the first virtual object, a virtual object of the same faction as the first virtual object, or a virtual object of a different faction from the first virtual object.

[0068] In some cases, while the first virtual object is carrying the target virtual object, the target virtual item may fall off the first virtual object. The game scene can be configured with obstacle zones that prevent the target virtual item from passing through. For example, the target virtual item could have ice properties, and the obstacle zone could have fire properties. In response to the first virtual object carrying the target virtual item entering the obstacle zone, the target virtual item can be controlled to fall outside the obstacle zone. When the first virtual object enters a specified state, such as a controlled state or a killed state, the target virtual item can be controlled to fall back to the first virtual object's current location.

[0069] When a target virtual item is acquired by a virtual object and then thrown or dropped into the game scene, any virtual object can directly pick it up. If the target virtual item is thrown into the game scene or drops into the game scene and is not picked up by the target virtual object within a specified time, the target virtual item will be restored to its initial position in the scene. The aforementioned target virtual object refers to any virtual object in the game scene.

[0070] As discussed above, the target virtual item can be acquired by any virtual object. When the target virtual item is acquired by an object belonging to one's own faction or the opposing faction, players typically need to control their virtual objects to perform different game actions. For example, when a virtual object belonging to one's own faction acquires the target virtual item, the player will usually control their virtual object to move to the target area to support the acquired virtual object or to protect the acquired virtual object. When a virtual object belonging to the opposing faction acquires the target virtual item, the player will usually control their virtual object to approach the acquired virtual object and seize the target virtual item. Therefore, it is crucial for players to know which faction holds the target virtual item.

[0071] To inform players which game faction possesses a target virtual item, the graphical user interface typically displays a status indicator for the target virtual item in addition to showing the game scene corresponding to the match. Corresponding identifiers, such as colors or symbols, can be pre-defined for each game faction. The game faction carrying the target virtual item, or accumulating match progress using the target virtual item, is referred to as the relevant game faction of the target virtual item. When displaying the target virtual item, its status indicator can be displayed based on the identifier of its current relevant game faction. If the target virtual item does not have a corresponding game faction, i.e., it is in its initial position or has fallen into the game scene, its status indicator is displayed in its initial state. For example, assuming there are two game factions participating in the match, the first and second game factions correspond to different colors... Figure 5 In this context, different shades of gray represent different colors. For example... Figure 5 As shown, from left to right, the status indicators represent the initial position of the target virtual item, its possession by the first game faction, and its possession by the second game faction, respectively.

[0072] The following embodiment provides a specific method for controlling the target virtual items to return to their initial scene position and pausing the accumulation of the first game completion progress in response to the target game faction losing ownership rights to the target scene area.

[0073] A preset time period, called the "preset duration," can be established. If no virtual objects from the target game faction are present within the target scene area within the preset duration, the target game faction loses ownership of the target scene area. Virtual objects from the target game faction may be driven out of the target game scene, or virtual objects from other factions may be killed (after being killed, they will return to the target game faction's respawn room). The reason is unrestricted; as long as no virtual objects from the target game faction appear within the target scene area within the preset duration, the target game faction has regained ownership of the target scene area.

[0074] In practical applications, players controlling virtual objects from other factions can issue attack commands to virtual characters within a target game scene area via a second terminal device. The virtual object controlled by the player can be referred to as a "second virtual object." In response to the attack command issued via the second terminal device, the player controls the second virtual object to attack virtual objects within the target game faction's area of ​​interest. A timer begins when all virtual objects within the target game faction are killed by the second virtual object, or when all virtual objects within the target game faction leave the target scene area. If any virtual object within the target game faction does not reappear within the target scene area within a preset time, the target game faction loses ownership of the target scene area.

[0075] The game scenario also pre-sets respawn areas for each game faction. When a virtual object in a faction is killed, it respawns in the corresponding respawn area. The respawn process usually takes a certain amount of time, during which players cannot control the respawning virtual object to leave the respawn area. Generally, only virtual objects from that faction can enter the respawn area for each game faction. If a virtual object carrying a target virtual item enters its faction's respawn area, virtual objects from other factions cannot steal the target virtual item, resulting in unfair gameplay. Therefore, in response to a virtual object carrying a target virtual item entering any respawn area, the target virtual item is restored to its initial scene position.

[0076] During the respawn process of a defeated virtual object, the player controlling that virtual object can change characters. This is done by issuing a character change command through a third-party device controlling the virtual object. Responding to the character change command issued by the third-party device corresponding to the defeated virtual object, the player controls a different virtual object, allowing the third-party device to continue participating in the game using the new virtual object. After a player's controlled virtual object is defeated, they can choose another virtual object from their own collection or from the system's available virtual objects to participate in the game. After a player chooses to change characters, the respawned virtual object will be the new virtual object.

[0077] During the transport of a target virtual item, the virtual object may encounter attacks from virtual objects of other game factions. The virtual object carrying the target item may change several times. A time threshold can be preset: a timer starts when the target virtual item leaves its initial scene location; if the target virtual item fails to enter the target scene area within the time threshold, the player controls the virtual object to return to its initial scene location. The player needs to control the virtual object to return to the initial scene location to retrieve the target virtual item.

[0078] When the target virtual faction loses ownership of the target scene area, it's necessary to pause the accumulation of first-game completion progress for them. A progress threshold can be pre-set; to distinguish it from other progress thresholds, this threshold is called the "second progress threshold." The second progress threshold is typically lower than the target victory threshold, for example, it could be set to 80% or 60% of the target victory threshold. When the target virtual faction's accumulated first-game completion progress exceeds the second progress threshold, they are close to achieving victory. If, at this point, the target virtual faction loses ownership of the target scene area, to give other game factions more opportunities, the first-game completion progress for the target game faction can be appropriately reduced.

[0079] In practical implementation, it can be determined whether the accumulated progress of the first game is greater than a second progress threshold. If it is, during the period when the target game faction loses ownership of the target scene area, the progress of the first game is controlled to decrease at a preset rate. This preset rate can remain constant or decrease as the progress of the first game decreases; it can be set according to requirements, but is not set here. When the progress of the first game equals the second progress threshold, or when the target game faction regains ownership of the target scene area, the reduction of the target game faction's progress of the first game stops.

[0080] Because the match completion progress of each game faction is independent, in order to let players know the match completion progress of their own faction and other game factions, in addition to displaying the game scene corresponding to the match in the graphical user interface, a secondary progress indicator is usually displayed for each of the multiple game factions; the secondary progress indicator is used to indicate the match completion progress of the corresponding game faction. For example... Figure 6 As shown, taking the first and second game factions as an example, the progress indicators corresponding to the completion progress of the game for each faction are displayed. The left side of the graphical user interface displays the progress indicator of the game faction to which the virtual object controlled by the terminal device belongs. Figure 6 Take the first game faction in China as an example.

[0081] The following embodiment provides a method for determining the specific way in which the target game faction wins the game match before the completion progress of the second match corresponding to other game factions in multiple game factions reaches the target victory threshold.

[0082] When the target scene area in the game scenario includes a first target scene area and a second target scene area, in response to the first match completion progress accumulating to a first progress threshold below the target victory threshold in the first target scene area, the target virtual item is restored to its initial scene position, and the first target scene area is set to an unusable state. Target scene areas in an unusable state cannot accumulate match completion progress for the game faction carrying the target virtual item. Each target scene area can only accumulate a limited amount of match completion progress for the game faction, i.e., the aforementioned first progress threshold. If the target victory threshold is to be reached, match completion progress needs to be accumulated in another target scene area; that is, the target faction needs to transport the target virtual item to the second target game scene, where the second target game scene will continue to accumulate the first match completion progress. In response to the first match completion progress accumulating from the first progress threshold to the target victory threshold in the second target scene area, the target game faction is determined to have won the game.

[0083] As mentioned above, game scenarios typically include respawn areas for each faction. At the start of a match, virtual objects within a faction usually begin their journey from their faction's respawn area to their initial location to acquire desired virtual items. When a virtual object is defeated, it will also respawn from its original respawn area. To ensure fairness, the initial location and each respawn area are usually spaced close together.

[0084] After acquiring a target virtual item, a virtual object needs to transport it to a target scene area. The target scene area typically needs to be some distance from the initial scene location to allow other virtual objects to protect the transporting virtual object or attack it to seize the target item, increasing the game's fun. Because the initial scene location is close to each game faction, and yet there's a distance between the initial scene location and the target scene area, it's difficult to set multiple target scene areas at similar distances to each game faction. Usually, one target scene area will be closer to some game factions and farther away from others.

[0085] Suppose a target area is near the respawn area of ​​the first game faction and continuously allows that faction to accumulate match completion progress by acquiring the target virtual item. Once the first game faction has acquired the target virtual item and begins accumulating match completion progress, if some virtual objects within the first game faction are killed, these virtual objects can quickly travel from the first game faction's respawn area to the target area to re-defend it. Other game factions will find it difficult to eliminate virtual objects from the target area, meaning it will be difficult for that faction to lose ownership of the target area.

[0086] The above situation increases the probability of victory for the first team to acquire the target virtual item and begin accumulating progress in the game. When each target area can only accumulate a portion of the game's progress for the team carrying the target virtual item, the other target area chosen by one team might be closer to the other team, putting the other team in a more advantageous position. This method improves the fairness of the game, increases the possibilities during gameplay, and enhances the game's enjoyment.

[0087] In practical applications, there can be multiple target game scene areas, and the number of target game scene areas must be greater than or equal to the number of target game scene areas required to accumulate to the target victory threshold. During the process of various game factions competing for target game scene areas, it is also necessary to ensure that at least one game faction can accumulate to the target victory threshold through target game scene areas.

[0088] When displaying the target scene area, only the areas that are in an available state can be shown. For example, in response to any virtual object in multiple game factions acquiring a target virtual item, the graphical user interface of the fourth terminal device displays at least one available target scene area in a preset display format; wherein, the fourth terminal device can control any virtual object in multiple game factions. The display format of the available target scene area is different from the display format of other scene areas, specifically it can be highlighted, blinked, etc., which is not limited here.

[0089] This disclosure also provides another interactive control method in games. Figure 1 This method is implemented based on the method shown. In this approach, the game participants are the first game faction and the second game faction, collectively referred to as "the two players". A flag is used as the target virtual item, and three target scene areas (also called "target points") are set in the game scene (also called "game map" or simply "map").

[0090] In this mode, at the start of the game, a flag will spawn at a random location in the center of the map. The flag is the only objective on the field and is initially locked for 30 seconds, during which time virtual objects cannot acquire it. Both players must contest the flag after it is unlocked. When a virtual object from one team enters the flag capture range, the player controlling that virtual object must hold down the interaction button to capture the flag. The capture period is 5 seconds, during which the player cannot perform any other actions. After a player controls the virtual object to capture the flag, three different objective points located in different areas of the map will be available for the player to choose from. The player must select one of the three objective points and place it there with the flag.

[0091] It is worth noting that when the flag is captured, a 60-second countdown begins. The carrier needs to bring the flag to the designated target point and put it down within 60 seconds. If the timeout is exceeded, the flag will return to the central spawn point (equivalent to the "initial scene position" mentioned above) and become neutral, meaning it does not belong to any game faction.

[0092] During the flag escort mission, if the virtual object carrying the flag is killed, the flag will drop and return to a neutral state, where it can be recaptured by either side. If a virtual object carrying the flag enters a flag-free zone (equivalent to the aforementioned "obstacle zone"), the flag will return directly to the central spawn point. Once a player reaches the target point in any objective area, they can press the F key to drop the flag. After the flag is dropped, it cannot be picked up again, and the target point will belong to the team that deployed the flag; that is, the team that deployed the flag has ownership of the target point. At this point, the target point is the only objective on the field, and the deploying team must defend it as much as possible.

[0093] The logic for the target point is the same as in the capture point mode. The attacking side must clear out the defenders inside the point and stay inside the point for a period of time before they can capture the target point.

[0094] If the objective point is captured by the attacking team before the progress reaches 100%, the flag will be refreshed back to the center of the map, and the battle will resume after a 10-second lockout. At this point, if the previously accumulated progress is greater than 80%, it will gradually decrease to 80%. If it has not yet decreased to 80%, and the team redeploys the flag to the objective point, then the team's progress will be accumulated again based on the current progress.

[0095] When the defending team successfully defends until the progress reaches 100%, the progress is reset and one point is accumulated. The flag will refresh back to the center of the map, and the battle will restart after a 10-second lock-in period. The first team to reach 2 points wins the game. This is equivalent to setting the target victory threshold to 200%.

[0096] This approach enhances the enjoyment of the game, thereby increasing player retention, preventing the game system from idling, and improving the utilization of system resources.

[0097] For the above method embodiments, see Figure 7 The diagram shows an interactive control device for a game, the device comprising:

[0098] The scene providing module 702 is used to provide a game scene corresponding to the game in response to the game start command. The game scene includes multiple game factions participating in the game and target virtual items located at the initial scene position.

[0099] The first game progress accumulation module 704 is used to respond to the target game faction in multiple game factions entering the target scene area in the game scene from the initial scene position with the target virtual prop, configure the ownership permission corresponding to the target scene area for the target game faction, and accumulate the corresponding first game completion progress for the target game faction based on the first duration of the target scene area belonging to the target game faction.

[0100] The cumulative pause module 706 is used to respond to the target game faction losing ownership of the target scene area, control the target virtual items to return to the initial scene position, and pause the cumulative progress of the first game.

[0101] The second game progress accumulation module 708 is used to respond to the target game faction re-carrying the target virtual item into the target scene area, reconfigure the ownership permissions of the target scene area for the target game faction, and continue to accumulate the first game completion progress based on the second duration of the target scene area belonging to the target game faction and the already accumulated first game completion progress.

[0102] The game victory determination module 710 is used to determine that the target game faction has won the game match before the completion progress of the second game match corresponding to other game factions in multiple game factions reaches the target victory threshold, in response to the completion progress of the first game match corresponding to the target game faction reaching the target victory threshold.

[0103] The aforementioned interactive control device in a game responds as follows: In the game scene corresponding to a match, in response to a target game faction entering a target scene area from its initial location with a target virtual item, the device assigns ownership permissions for that area to that faction and accumulates match completion progress for that faction based on a first duration of ownership. In response to a faction losing ownership permissions for that area, the device controls the target virtual item to return to its initial location and pauses the accumulation of match completion progress. In response to a faction re-entering the area with the target virtual item, the device reassigns ownership permissions for that area to that faction and resumes accumulating the first match completion progress based on a second duration of ownership. In response to a faction's first match completion progress reaching a target victory threshold before other factions' match completion progress, that faction wins the game. This method enhances the game's fun and attracts players, thereby improving player retention to some extent.

[0104] The aforementioned multiple game factions include at least a first game faction and a second game faction. The target game faction is either the first game faction or the second game faction, and the game completion progress corresponding to the first game faction and the game completion progress corresponding to the second game faction are independent of each other when being accumulated.

[0105] The aforementioned device further includes: a target scene area providing module, used to provide at least one target scene area in the game scene in response to a game start command; or to provide at least one target scene area in the game scene in response to a target game faction obtaining a target virtual item from an initial scene location.

[0106] The aforementioned target game faction includes at least one virtual object; the at least one virtual object includes a first virtual object controlled by a first terminal device; the first game progress accumulation module is further configured to: in response to a target virtual item acquisition command generated by the first terminal device, control the first virtual object to acquire the target virtual item located at the initial scene position; in response to a movement control command generated by the first terminal device, control the first virtual object to move in the game scene carrying the target virtual item; in response to the first virtual object carrying the target virtual item entering the target scene area in the game scene, configure the corresponding ownership permission of the target scene area for the target game faction.

[0107] The aforementioned device provides a graphical user interface through a first terminal device; the graphical user interface displays a crosshair corresponding to the first virtual object, the crosshair being used to indicate the aiming direction of the first virtual object in the game scene; the first game progress accumulation module is further used to: in response to the first virtual object approaching the initial scene position and the crosshair pointing to the target virtual item, prompt that the target virtual item is in an obtainable state; in response to the target virtual item acquisition command, control the first virtual object to acquire the target virtual item.

[0108] The aforementioned first game progress accumulation module is also used for: responding to the target virtual item acquisition instruction, starting a timer to obtain a first time duration; updating the item acquisition progress of the first virtual object for the target virtual item based on the first time duration; the item acquisition progress is proportional to the first time duration; and determining that the first virtual object has acquired the target virtual item when the item acquisition progress reaches a preset first progress threshold.

[0109] The aforementioned device further includes: a progress zeroing module, used to set the progress of the first virtual object in acquiring the target virtual item to zero in response to the first virtual object entering a specified state; wherein, the specified state includes a controlled state or a killed state.

[0110] The aforementioned device further includes: a throwing control providing module, used to provide a throwing control in a graphical user interface in response to the first virtual object acquiring the target virtual item; and a throwing control module, used to control the first virtual object to throw the target virtual item in the game scene in response to a trigger command for the throwing control, so that the target virtual item is transferred from the first virtual object.

[0111] The aforementioned device further includes: an item transfer control module, used to control the transfer of the target virtual item to the target virtual object in response to the target virtual item being thrown to the target virtual object or the target virtual object picking up the target virtual item in the game scene, so that the target virtual object can acquire the target virtual item; wherein, the target virtual object is any virtual object in multiple game factions.

[0112] The aforementioned device further includes: a first position recovery module, used to control the target virtual prop to return to its initial scene position in response to the target virtual prop being thrown into the game scene and not being picked up by the target virtual object within a specified time.

[0113] The game scene described above also includes an obstacle area that prevents the target virtual item from passing through; the device also includes: a first item drop control module, used to control the target virtual item to drop outside the obstacle area in response to the first virtual object carrying the target virtual item entering the obstacle area.

[0114] The aforementioned device further includes: a second item drop control module, used to control the target virtual item to drop to the current position of the first virtual object in response to the first virtual object entering a specified state; wherein, the specified state includes a controlled state or a killed state.

[0115] The aforementioned device further includes: an ownership rights determination module, used to determine that the target game faction has lost ownership rights to the target scene area if no virtual object of the target game faction exists within the target scene area within a preset time period.

[0116] The aforementioned ownership determination module is also used to: respond to an attack command generated by the second terminal device, control a second virtual object controlled by the second terminal device to attack virtual objects in the target game faction located in the target scene area, wherein the second virtual object is a virtual object in another game faction; start a timer in response to all virtual objects in the target game faction being killed by the second virtual object, or all virtual objects in the target game faction leaving the target scene area; and determine that the target game faction has lost ownership of the target scene area if any virtual object in the target game faction does not reappear in the target scene area within a preset time.

[0117] The game scenario also includes respawn areas corresponding to each game faction; the device also includes a respawn control module, used to control the respawn of the killed virtual objects in the corresponding respawn area in response to the killing of virtual objects in each game faction.

[0118] The aforementioned device further includes: a second position restoration module, used to control the target virtual object to be restored to its initial scene position in response to the virtual object carrying the target virtual object entering any respawn area.

[0119] The aforementioned device further includes: a virtual object replacement control module, used to respond to a role replacement command issued by a third terminal device corresponding to the killed virtual object during the respawn process of the killed virtual object, and control the replacement of the virtual object controlled by the third terminal device, so that the third terminal device can continue to participate in the game using the replaced virtual object.

[0120] The device further includes: a first timing module, used to start timing in response to the target virtual prop leaving the initial scene position; and a third position recovery module, used to control the target virtual prop to return to the initial scene position in response to the target virtual prop not entering the target scene area within a preset time threshold.

[0121] The aforementioned at least one target scene area includes at least a first target scene area and a second target scene area; the game victory determination module is further configured to: in response to the first game completion progress accumulating to a first progress threshold below the target victory threshold in the first target scene area, control the target virtual item to return to its initial scene position and set the first target scene area to an unusable state, wherein the target scene area in an unusable state cannot accumulate game completion progress for the game faction carrying the target virtual item; in response to the first game completion progress accumulating from the first progress threshold to the target victory threshold in the second target scene area, determine that the target game faction has won the game.

[0122] The aforementioned cumulative pause module is also used to: determine whether the cumulative completion progress of the first game is greater than the second progress threshold; if so, during the period when the target game faction loses ownership of the target scene area, control the completion progress of the first game to decrease at a preset rate until the completion progress of the first game is equal to the second progress threshold, or until the target game faction regains ownership of the target scene area.

[0123] The aforementioned device further includes: a target scene area display module, used to display, in a preset display format, at least one target scene area in an available state in the graphical user interface of the fourth terminal device in response to any virtual object in multiple game factions acquiring a target virtual item; the fourth terminal device controls the virtual objects in multiple game factions.

[0124] The aforementioned graphical user interface also displays the item identifier of the target virtual item; the first game progress accumulation module also includes: displaying the item identifier in a preset first display format; the first display format is different from the initial display format of the item identifier.

[0125] The aforementioned device further includes: a first indicator display module, used to display a first progress indicator on a graphical user interface in response to a target virtual item acquisition command; the first progress indicator is used to indicate the item acquisition progress.

[0126] The aforementioned device provides a graphical user interface via a terminal device; the graphical user interface displays the game scene corresponding to the game match, as well as the status indicator of the target virtual item; each game faction has a corresponding identifier element; the aforementioned device further includes: a second identifier display module, used to display the status indicator of the target virtual item based on the identifier element of the relevant game faction currently corresponding to the target virtual item; the relevant game faction carries the target virtual item, or the target virtual item accumulates match completion progress for the relevant game faction; a third identifier display module, used to display the status indicator of the target virtual item in an initial display state in response to the target virtual item not having a corresponding relevant game faction.

[0127] The aforementioned device provides a graphical user interface via a terminal device; the graphical user interface displays the game scene corresponding to the game match, and a second progress indicator for each of the multiple game factions; the second progress indicator is used to indicate the completion progress of the match for the corresponding game faction.

[0128] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the interactive control method in the aforementioned game, for example:

[0129] In response to the game start command, a game scene corresponding to the game is provided, which includes multiple game factions participating in the game and a target virtual item located at the initial scene position. In response to the target game faction carrying the target virtual item from the initial scene position into the target scene area within the game scene, ownership permissions for the target scene area are configured for the target game faction, and the first game completion progress is accumulated for the target game faction based on the first duration of ownership of the target scene area. In response to the target game faction losing ownership permissions for the target scene area, the target virtual item is restored to the initial scene position, and the accumulation of the first game completion progress is paused. In response to the target game faction re-entering the target scene area with the target virtual item, ownership permissions for the target scene area are reconfigured for the target game faction, and the first game completion progress continues to accumulate based on the second duration of ownership of the target scene area and the already accumulated first game completion progress. Before the second game completion progress corresponding to other game factions among the multiple game factions reaches the target victory threshold, in response to the first game completion progress corresponding to the target game faction reaching the target victory threshold, the target game faction is determined to have won the game.

[0130] The above methods enhance the game's fun and appeal to players, thereby improving player retention to some extent.

[0131] Optionally, the above-mentioned multiple game factions include at least a first game faction and a second game faction, wherein the target game faction is either the first game faction or the second game faction, and the game completion progress corresponding to the first game faction and the game completion progress corresponding to the second game faction are independent of each other when accumulating.

[0132] Optionally, prior to the step of a target game faction from multiple game factions carrying a target virtual item into a target scene area in the game scene from its initial scene location, the method further includes: providing at least one target scene area in the game scene in response to a game start command; or providing at least one target scene area in the game scene in response to a target game faction acquiring a target virtual item from its initial scene location.

[0133] Optionally, the aforementioned target game faction includes at least one virtual object; the at least one virtual object includes a first virtual object controlled by a first terminal device; the step of configuring the ownership permissions corresponding to the target scene area for the target game faction in response to the target game faction carrying the target virtual item from the initial scene position into the target scene area in the game scene includes: in response to a target virtual item acquisition instruction generated by the first terminal device, controlling the first virtual object to acquire the target virtual item located at the initial scene position; in response to a movement control instruction generated by the first terminal device, controlling the first virtual object to move in the game scene carrying the target virtual item; and in response to the first virtual object carrying the target virtual item entering the target scene area in the game scene, configuring the ownership permissions corresponding to the target scene area for the target game faction.

[0134] Optionally, the above method provides a graphical user interface through a first terminal device; the graphical user interface displays a crosshair corresponding to the first virtual object, the crosshair being used to indicate the aiming direction of the first virtual object in the game scene; the step of controlling the first virtual object to acquire the target virtual object located at the initial scene position in response to the target virtual object acquisition command generated by the first terminal device includes: in response to the first virtual object approaching the initial scene position and the crosshair pointing to the target virtual object, indicating that the target virtual object is in an acquireable state; and in response to the target virtual object acquisition command, controlling the first virtual object to acquire the target virtual object.

[0135] Optionally, the above-mentioned step of controlling the first virtual object to acquire the target virtual item in response to the target virtual item acquisition instruction includes: starting a timer in response to the target virtual item acquisition instruction to obtain a first timer duration; updating the item acquisition progress of the first virtual object for the target virtual item based on the first timer duration; the item acquisition progress being proportional to the first timer duration; and determining that the first virtual object has acquired the target virtual item in response to the item acquisition progress reaching a preset first progress threshold.

[0136] Optionally, before the item acquisition progress reaches a preset first progress threshold, the method further includes: in response to the first virtual object entering a specified state, setting the item acquisition progress of the first virtual object for the target virtual item to zero; wherein, the specified state includes a controlled state or a killed state.

[0137] Optionally, the above method further includes: providing a throwing control in a graphical user interface in response to the first virtual object acquiring the target virtual item; and controlling the first virtual object to throw the target virtual item in the game scene in response to a trigger command for the throwing control, so that the target virtual item is transferred from the first virtual object.

[0138] Optionally, after the step of controlling the first virtual object to throw the target virtual item in the game scene, the method further includes: in response to the target virtual item being thrown to the target virtual object or the target virtual object picking up the target virtual item in the game scene, controlling the target virtual item to transfer to the target virtual object so that the target virtual object can acquire the target virtual item; wherein, the target virtual object is any virtual object in multiple game factions.

[0139] Optionally, after the step of controlling the first virtual object to throw the target virtual item in the game scene, the method further includes: in response to the target virtual item being thrown into the game scene and not being picked up by the target virtual object within a specified time, controlling the target virtual item to return to its initial scene position.

[0140] Optionally, the game scenario described above also includes an obstacle area that prevents the target virtual prop from passing through; the method further includes: in response to the first virtual object carrying the target virtual prop entering the obstacle area, controlling the target virtual prop to fall outside the obstacle area.

[0141] Optionally, the above method further includes: in response to the first virtual object entering a specified state, controlling the target virtual item to fall to the current position of the first virtual object; wherein, the specified state includes a controlled state or a killed state.

[0142] Optionally, the above method further includes: in response to the absence of any virtual object from the target game faction within the target scene area within a preset time period, determining that the target game faction has lost ownership rights to the target scene area.

[0143] Optionally, the step of determining that the target game faction has lost ownership of the target scene area in response to the absence of any virtual object from the target game faction within the target scene area within a preset time period includes: responding to an attack command generated by the second terminal device, controlling a second virtual object controlled by the second terminal device to attack virtual objects in the target game faction located within the target scene area, wherein the second virtual object is a virtual object from another game faction; starting a timer in response to all virtual objects in the target game faction being killed by the second virtual object, or all virtual objects in the target game faction leaving the target scene area; and determining that the target game faction has lost ownership of the target scene area in response to the absence of any virtual object from the target game faction reappearing in the target scene area within the preset time period.

[0144] Optionally, the game scenario described above also includes respawn areas corresponding to each game faction; the method also includes: responding to the killing of virtual objects in each game faction, controlling the respawn of the killed virtual objects in the corresponding respawn area.

[0145] Optionally, the above method further includes: in response to a virtual object carrying the target virtual prop entering any respawn area, controlling the target virtual prop to return to its initial scene position.

[0146] Optionally, the above method further includes: during the respawning process of the killed virtual object, responding to the role change command issued by the third terminal device corresponding to the killed virtual object, controlling the virtual object controlled by the third terminal device to change, so that the third terminal device can continue to participate in the game using the changed virtual object.

[0147] Optionally, the above method further includes: starting a timer in response to the target virtual prop leaving the initial scene position; and controlling the target virtual prop to return to the initial scene position in response to the target virtual prop failing to enter the target scene area within a preset time threshold.

[0148] Optionally, the aforementioned at least one target scene area includes at least a first target scene area and a second target scene area; the step of determining that the target game faction has won the game in response to the first game completion progress corresponding to the target game faction reaching the target victory threshold includes: in response to the first game completion progress accumulating to a first progress threshold below the target victory threshold in the first target scene area, controlling the target virtual item to return to its initial scene position, and setting the first target scene area to an unusable state, wherein the target scene area in an unusable state cannot accumulate game completion progress for the game faction carrying the target virtual item; in response to the first game completion progress accumulating from the first progress threshold to the target victory threshold in the second target scene area, determining that the target game faction has won the game.

[0149] Optionally, the above-mentioned step of pausing the accumulation of the first game completion progress includes: determining whether the accumulated first game completion progress is greater than the second progress threshold; if so, during the period when the target game faction loses ownership rights to the target scene area, controlling the first game completion progress to decrease at a preset rate until the first game completion progress is equal to the second progress threshold, or until the target game faction regains ownership rights to the target scene area.

[0150] Optionally, the above method further includes: in response to any virtual object in multiple game factions acquiring a target virtual item, displaying at least one target scene area in an available state in a preset display format on the graphical user interface of the fourth terminal device; the fourth terminal device controlling the virtual objects in multiple game factions.

[0151] Optionally, the graphical user interface described above also displays the item identifier of the target virtual item; the step of indicating that the target virtual item is available includes: displaying the item identifier in a preset first display format; the first display format is different from the initial display format of the item identifier.

[0152] Optionally, the above method further includes: responding to a target virtual item acquisition command and displaying a first progress indicator in a graphical user interface; the first progress indicator is used to indicate the item acquisition progress.

[0153] Optionally, the above method provides a graphical user interface through a terminal device; the graphical user interface displays the game scene corresponding to the game match, and the status indicator of the target virtual item; each game faction has a corresponding identifier element; the above method further includes: displaying the status indicator of the target virtual item based on the identifier element of the relevant game faction currently corresponding to the target virtual item; the relevant game faction carries the target virtual item, or the target virtual item accumulates match completion progress for the relevant game faction; in response to the target virtual item not having a corresponding relevant game faction, displaying the status indicator of the target virtual item in the initial display state.

[0154] Optionally, the above method provides a graphical user interface via a terminal device; the graphical user interface displays the game scene corresponding to the game match, and a second progress indicator for each of the multiple game factions; the second progress indicator is used to indicate the match completion progress of the corresponding game faction.

[0155] See Figure 8 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the interactive control method in the game described above.

[0156] Furthermore, Figure 8 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.

[0157] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 8 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0158] The processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 100 or by instructions in software form. The processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0159] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the interactive control method in the above-mentioned game.

[0160] This disclosure provides an interactive control method, apparatus, and electronic device for games, including a computer-readable storage medium storing program code. The program code includes instructions that can be used to execute the methods described in the preceding method embodiments, for example:

[0161] In response to the game start command, a game scene corresponding to the game is provided, which includes multiple game factions participating in the game and a target virtual item located at the initial scene position. In response to the target game faction carrying the target virtual item from the initial scene position into the target scene area within the game scene, ownership permissions for the target scene area are configured for the target game faction, and the first game completion progress is accumulated for the target game faction based on the first duration of ownership of the target scene area. In response to the target game faction losing ownership permissions for the target scene area, the target virtual item is restored to the initial scene position, and the accumulation of the first game completion progress is paused. In response to the target game faction re-entering the target scene area with the target virtual item, ownership permissions for the target scene area are reconfigured for the target game faction, and the first game completion progress continues to accumulate based on the second duration of ownership of the target scene area and the already accumulated first game completion progress. Before the second game completion progress corresponding to other game factions among the multiple game factions reaches the target victory threshold, in response to the first game completion progress corresponding to the target game faction reaching the target victory threshold, the target game faction is determined to have won the game.

[0162] The above methods enhance the game's fun and appeal to players, thereby improving player retention to some extent.

[0163] Optionally, the above-mentioned multiple game factions include at least a first game faction and a second game faction, wherein the target game faction is either the first game faction or the second game faction, and the game completion progress corresponding to the first game faction and the game completion progress corresponding to the second game faction are independent of each other when accumulating.

[0164] Optionally, prior to the step of a target game faction from multiple game factions carrying a target virtual item into a target scene area in the game scene from its initial scene location, the method further includes: providing at least one target scene area in the game scene in response to a game start command; or providing at least one target scene area in the game scene in response to a target game faction acquiring a target virtual item from its initial scene location.

[0165] Optionally, the aforementioned target game faction includes at least one virtual object; the at least one virtual object includes a first virtual object controlled by a first terminal device; the step of configuring the ownership permissions corresponding to the target scene area for the target game faction in response to the target game faction carrying the target virtual item from the initial scene position into the target scene area in the game scene includes: in response to a target virtual item acquisition instruction generated by the first terminal device, controlling the first virtual object to acquire the target virtual item located at the initial scene position; in response to a movement control instruction generated by the first terminal device, controlling the first virtual object to move in the game scene carrying the target virtual item; and in response to the first virtual object carrying the target virtual item entering the target scene area in the game scene, configuring the ownership permissions corresponding to the target scene area for the target game faction.

[0166] Optionally, the above method provides a graphical user interface through a first terminal device; the graphical user interface displays a crosshair corresponding to the first virtual object, the crosshair being used to indicate the aiming direction of the first virtual object in the game scene; the step of controlling the first virtual object to acquire the target virtual object located at the initial scene position in response to the target virtual object acquisition command generated by the first terminal device includes: in response to the first virtual object approaching the initial scene position and the crosshair pointing to the target virtual object, indicating that the target virtual object is in an acquireable state; and in response to the target virtual object acquisition command, controlling the first virtual object to acquire the target virtual object.

[0167] Optionally, the above-mentioned step of controlling the first virtual object to acquire the target virtual item in response to the target virtual item acquisition instruction includes: starting a timer in response to the target virtual item acquisition instruction to obtain a first timer duration; updating the item acquisition progress of the first virtual object for the target virtual item based on the first timer duration; the item acquisition progress being proportional to the first timer duration; and determining that the first virtual object has acquired the target virtual item in response to the item acquisition progress reaching a preset first progress threshold.

[0168] Optionally, before the item acquisition progress reaches a preset first progress threshold, the method further includes: in response to the first virtual object entering a specified state, setting the item acquisition progress of the first virtual object for the target virtual item to zero; wherein, the specified state includes a controlled state or a killed state.

[0169] Optionally, the above method further includes: providing a throwing control in a graphical user interface in response to the first virtual object acquiring the target virtual item; and controlling the first virtual object to throw the target virtual item in the game scene in response to a trigger command for the throwing control, so that the target virtual item is transferred from the first virtual object.

[0170] Optionally, after the step of controlling the first virtual object to throw the target virtual item in the game scene, the method further includes: in response to the target virtual item being thrown to the target virtual object or the target virtual object picking up the target virtual item in the game scene, controlling the target virtual item to transfer to the target virtual object so that the target virtual object can acquire the target virtual item; wherein, the target virtual object is any virtual object in multiple game factions.

[0171] Optionally, after the step of controlling the first virtual object to throw the target virtual item in the game scene, the method further includes: in response to the target virtual item being thrown into the game scene and not being picked up by the target virtual object within a specified time, controlling the target virtual item to return to its initial scene position.

[0172] Optionally, the game scenario described above also includes an obstacle area that prevents the target virtual prop from passing through; the method further includes: in response to the first virtual object carrying the target virtual prop entering the obstacle area, controlling the target virtual prop to fall outside the obstacle area.

[0173] Optionally, the above method further includes: in response to the first virtual object entering a specified state, controlling the target virtual item to fall to the current position of the first virtual object; wherein, the specified state includes a controlled state or a killed state.

[0174] Optionally, the above method further includes: in response to the absence of any virtual object from the target game faction within the target scene area within a preset time period, determining that the target game faction has lost ownership rights to the target scene area.

[0175] Optionally, the step of determining that the target game faction has lost ownership of the target scene area in response to the absence of any virtual object from the target game faction within the target scene area within a preset time period includes: responding to an attack command generated by the second terminal device, controlling a second virtual object controlled by the second terminal device to attack virtual objects in the target game faction located within the target scene area, wherein the second virtual object is a virtual object from another game faction; starting a timer in response to all virtual objects in the target game faction being killed by the second virtual object, or all virtual objects in the target game faction leaving the target scene area; and determining that the target game faction has lost ownership of the target scene area in response to the absence of any virtual object from the target game faction reappearing in the target scene area within the preset time period.

[0176] Optionally, the game scenario described above also includes respawn areas corresponding to each game faction; the method also includes: responding to the killing of virtual objects in each game faction, controlling the respawn of the killed virtual objects in the corresponding respawn area.

[0177] Optionally, the above method further includes: in response to a virtual object carrying the target virtual prop entering any respawn area, controlling the target virtual prop to return to its initial scene position.

[0178] Optionally, the above method further includes: during the respawning process of the killed virtual object, responding to the role change command issued by the third terminal device corresponding to the killed virtual object, controlling the virtual object controlled by the third terminal device to change, so that the third terminal device can continue to participate in the game using the changed virtual object.

[0179] Optionally, the above method further includes: starting a timer in response to the target virtual prop leaving the initial scene position; and controlling the target virtual prop to return to the initial scene position in response to the target virtual prop failing to enter the target scene area within a preset time threshold.

[0180] Optionally, the aforementioned at least one target scene area includes at least a first target scene area and a second target scene area; the step of determining that the target game faction has won the game in response to the first game completion progress corresponding to the target game faction reaching the target victory threshold includes: in response to the first game completion progress accumulating to a first progress threshold below the target victory threshold in the first target scene area, controlling the target virtual item to return to its initial scene position, and setting the first target scene area to an unusable state, wherein the target scene area in an unusable state cannot accumulate game completion progress for the game faction carrying the target virtual item; in response to the first game completion progress accumulating from the first progress threshold to the target victory threshold in the second target scene area, determining that the target game faction has won the game.

[0181] Optionally, the above-mentioned step of pausing the accumulation of the first game completion progress includes: determining whether the accumulated first game completion progress is greater than the second progress threshold; if so, during the period when the target game faction loses ownership rights to the target scene area, controlling the first game completion progress to decrease at a preset rate until the first game completion progress is equal to the second progress threshold, or until the target game faction regains ownership rights to the target scene area.

[0182] Optionally, the above method further includes: in response to any virtual object in multiple game factions acquiring a target virtual item, displaying at least one target scene area in an available state in a preset display format on the graphical user interface of the fourth terminal device; the fourth terminal device controlling the virtual objects in multiple game factions.

[0183] Optionally, the graphical user interface described above also displays the item identifier of the target virtual item; the step of indicating that the target virtual item is available includes: displaying the item identifier in a preset first display format; the first display format is different from the initial display format of the item identifier.

[0184] Optionally, the above method further includes: responding to a target virtual item acquisition command and displaying a first progress indicator in a graphical user interface; the first progress indicator is used to indicate the item acquisition progress.

[0185] Optionally, the above method provides a graphical user interface through a terminal device; the graphical user interface displays the game scene corresponding to the game match, and the status indicator of the target virtual item; each game faction has a corresponding identifier element; the above method further includes: displaying the status indicator of the target virtual item based on the identifier element of the relevant game faction currently corresponding to the target virtual item; the relevant game faction carries the target virtual item, or the target virtual item accumulates match completion progress for the relevant game faction; in response to the target virtual item not having a corresponding relevant game faction, displaying the status indicator of the target virtual item in the initial display state.

[0186] Optionally, the above method provides a graphical user interface via a terminal device; the graphical user interface displays the game scene corresponding to the game match, and a second progress indicator for each of the multiple game factions; the second progress indicator is used to indicate the match completion progress of the corresponding game faction. Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and device described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0187] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.

[0188] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solutions of this disclosure, in essence, or the parts that contribute to the prior art, or parts of the technical solutions, can be embodied in the form of software products. These computer software products are stored in a storage medium and include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0189] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0190] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. An interactive control method in a game, characterized in that, The method includes: In response to a game start command, a game scene corresponding to the game is provided, wherein the game scene includes multiple game factions participating in the game and a target virtual item located at the initial scene position; In response to a target game faction among the multiple game factions entering a target scene area in the game scene from the initial scene location with the target virtual item, the target game faction is configured with the ownership permission corresponding to the target scene area, and the first game completion progress corresponding to the target game faction is accumulated based on the first duration for which the target scene area belongs to the target game faction; In response to the target game faction losing ownership of the target scene area, the target virtual item is restored to the initial scene position, and the accumulation of the first game completion progress is paused; In response to the target game faction re-entering the target scene area with the target virtual item, the ownership permissions corresponding to the target scene area are reconfigured for the target game faction, and the first game completion progress is continued to be accumulated based on the second duration of the target scene area belonging to the target game faction and the accumulated first game completion progress. Before the completion progress of the second game corresponding to other game factions in the plurality of game factions reaches the target victory threshold, in response to the completion progress of the first game corresponding to the target game faction reaching the target victory threshold, it is determined that the target game faction has won the game game.

2. The method according to claim 1, characterized in that, The plurality of game factions includes at least a first game faction and a second game faction, wherein the target game faction is either the first game faction or the second game faction, and the game completion progress corresponding to the first game faction and the game completion progress corresponding to the second game faction are independent of each other when accumulated.

3. The method according to claim 1, characterized in that, Prior to the step of responding to a target game faction among the plurality of game factions entering a target scene area in the game scene from the initial scene location carrying the target virtual item, the method further includes: In response to a game start command, at least one target scene area is provided in the game scene; or In response to the target game faction acquiring the target virtual item from the initial scene location, at least one target scene area is provided in the game scene.

4. The method according to claim 1, characterized in that, The target game faction includes at least one virtual object; the at least one virtual object includes a first virtual object controlled by a first terminal device; The step of configuring the ownership permissions corresponding to the target scene area for the target game faction in response to the target game faction entering the target scene area from the initial scene location with the target virtual item includes: In response to a target virtual prop acquisition command generated by the first terminal device, the first virtual object is controlled to acquire the target virtual prop located at the initial scene position; In response to a movement control command generated by the first terminal device, the first virtual object is controlled to move in the game scene carrying the target virtual item; In response to the first virtual object carrying the target virtual item entering the target scene area in the game scene, the ownership permissions corresponding to the target scene area are configured for the target game faction.

5. The method according to claim 4, characterized in that, The first terminal device provides a graphical user interface; the graphical user interface displays a crosshair corresponding to the first virtual object, and the crosshair is used to indicate the aiming direction of the first virtual object in the game scene; The step of controlling the first virtual object to acquire the target virtual prop located at the initial scene position in response to a target virtual prop acquisition command generated by the first terminal device includes: In response to the first virtual object approaching the initial scene position and the crosshair pointing to the target virtual item, a prompt is made indicating that the target virtual item is in an obtainable state; In response to a target virtual item acquisition command, the first virtual object is controlled to acquire the target virtual item.

6. The method according to claim 5, wherein the step of controlling the first virtual object to acquire the target virtual item in response to a target virtual item acquisition instruction includes: In response to the command to acquire the target virtual item, start timing and obtain the first timing duration; Based on the first timeout duration, update the item acquisition progress of the first virtual object for the target virtual item; the item acquisition progress is proportional to the first timeout duration. In response to the progress of acquiring the item reaching a preset first progress threshold, it is determined that the first virtual object has acquired the target virtual item.

7. The method according to claim 6, wherein before the item acquisition progress reaches a preset first progress threshold, the method further comprises: In response to the first virtual object entering a specified state, the item acquisition progress of the first virtual object for the target virtual item is set to zero; wherein, the specified state includes a controlled state or a killed state.

8. The method according to claim 5, characterized in that, The method further includes: In response to the first virtual object acquiring the target virtual item, a throwing control is provided in the graphical user interface; In response to a trigger command for the throwing control, the first virtual object is controlled to throw the target virtual item in the game scene, so that the target virtual item is transferred from the first virtual object.

9. The method according to claim 8, characterized in that, After the step of controlling the first virtual object to throw the target virtual item in the game scene, the method further includes: In response to the target virtual item being thrown to the target virtual object or the target virtual object picking up the target virtual item in the game scene, the target virtual item is controlled to be transferred to the target virtual object so that the target virtual object can obtain the target virtual item; The target virtual object can be any virtual object from the multiple game factions.

10. The method according to claim 8, characterized in that, After the step of controlling the first virtual object to throw the target virtual item in the game scene, the method further includes: In response to the target virtual prop being thrown into the game scene and not being picked up by the target virtual object within a specified time, the target virtual prop is controlled to return to the initial scene position.

11. The method according to claim 4, characterized in that, The game scene also includes an obstacle area that prevents the target virtual item from passing through; the method further includes: In response to the first virtual object carrying the target virtual prop entering the obstacle area, the target virtual prop is controlled to fall outside the obstacle area.

12. The method according to claim 4, characterized in that, The method further includes: In response to the first virtual object entering a specified state, the target virtual item is controlled to fall to the current position of the first virtual object; wherein, the specified state includes a controlled state or a killed state.

13. The method according to claim 1, characterized in that, The method further includes: If no virtual object from the target game faction exists within the target scene area within a preset time period, it is determined that the target game faction has lost ownership of the target scene area.

14. The method according to claim 13, characterized in that, The step of determining that the target game faction has lost ownership rights to the target scene area in response to the absence of any virtual object from the target game faction within the target scene area within a preset time period includes: In response to an attack command generated through a second terminal device, a second virtual object controlled by the second terminal device is controlled to attack a virtual object in the target game faction located in the target scene area, wherein the second virtual object is a virtual object in another game faction; The timer starts when all virtual objects in the target game faction are killed by the second virtual object, or when all virtual objects in the target game faction leave the target scene area. If any virtual object in the target game faction does not reappear in the target scene area within a preset time period, it is determined that the target game faction has lost ownership of the target scene area.

15. The method according to claim 1, characterized in that, The game scene also includes respawn areas corresponding to each game faction; The method further includes: In response to the killing of virtual objects in each game faction, the system controls the respawning of the killed virtual objects in the corresponding respawn area.

16. The method according to claim 15, characterized in that, The method further includes: In response to a virtual object carrying the target virtual prop entering any of the respawn areas, the target virtual prop is controlled to be restored to the initial scene position.

17. The method according to claim 15, characterized in that, The method further includes: During the respawning process of the killed virtual object, in response to the role change command issued by the third terminal device corresponding to the killed virtual object, the virtual object controlled by the third terminal device is changed so that the third terminal device can continue to participate in the game using the changed virtual object.

18. The method according to any one of claims 1-17, characterized in that, The method further includes: A timer begins in response to the target virtual prop leaving the initial scene position; In response to the target virtual prop failing to enter the target scene area within a preset time threshold, the target virtual prop is controlled to return to the initial scene position.

19. The method according to claim 3, characterized in that, The at least one target scene region includes at least a first target scene region and a second target scene region; The step of determining that the target game faction has won the game match in response to the first match completion progress corresponding to the target game faction reaching the target victory threshold includes: In response to the first progress threshold under the target victory threshold being accumulated in the first target scene area, the target virtual item is restored to the initial scene position, and the first target scene area is set to an unusable state. In this unusable state, the target scene area cannot accumulate game completion progress for the game faction carrying the target virtual item. In response to the first game completion progress accumulating from the first progress threshold to the target victory threshold in the second target scene area, it is determined that the target game faction has won the game.

20. The method according to claim 1, characterized in that, The steps to pause the accumulation of progress for the first game include: Determine whether the accumulated progress of the first game is greater than the second progress threshold; If so, during the period when the target game faction loses ownership of the target scene area, the progress of the first game is controlled to decrease at a preset rate until the progress of the first game is equal to the second progress threshold, or until the target game faction regains ownership of the target scene area.

21. The method according to claim 19, characterized in that, The method further includes: In response to any virtual object in the plurality of game factions acquiring the target virtual item, the target scene area in the at least one target scene area is displayed in a preset display format on the graphical user interface of the fourth terminal device; the fourth terminal device controls the virtual objects in the plurality of game factions.

22. The method according to claim 5, characterized in that, The graphical user interface also displays the item identifier of the target virtual item; The step of indicating that the target virtual item is in an obtainable state includes: The item identifier is displayed in a preset first display format; the first display format is different from the initial display format of the item identifier.

23. The method according to claim 6, characterized in that, The method further includes: In response to the target virtual item acquisition command, a first progress indicator is displayed on the graphical user interface; the first progress indicator is used to indicate the progress of the item acquisition.

24. The method according to claim 1, characterized in that, A graphical user interface is provided through a terminal device; the graphical user interface displays the game scene corresponding to the game match, as well as the status indicator of the target virtual item; each game faction has a corresponding identifier element; The method further includes: Based on the identifier element of the relevant game faction corresponding to the target virtual item, the status identifier of the target virtual item is displayed; the relevant game faction carries the target virtual item, or the target virtual item accumulates the game completion progress for the relevant game faction; In response to the fact that the target virtual item does not have a corresponding game faction, the status indicator of the target virtual item is displayed in the initial display state.

25. The method according to claim 1, characterized in that, A graphical user interface is provided through a terminal device; the graphical user interface displays the game scene corresponding to the game match, and the second progress indicator corresponding to each of the multiple game factions; The second progress indicator is used to indicate the progress of the game for the corresponding game faction.

26. An interactive control device for a game, characterized in that, The device includes: A scene providing module is used to provide a game scene corresponding to the game match in response to a game match start command. The game scene includes multiple game factions participating in the game match and a target virtual item located at the initial scene position. The first game progress accumulation module is used to respond to the target game faction among the multiple game factions entering the target scene area in the game scene from the initial scene position with the target virtual item, configure the ownership permission corresponding to the target scene area for the target game faction, and accumulate the first game completion progress corresponding to the target game faction based on the first duration of the target scene area belonging to the target game faction. The cumulative pause module is used to respond to the target game faction losing ownership of the target scene area, control the target virtual item to return to the initial scene position, and pause the cumulative progress of the first game; The second game progress accumulation module is used to respond to the target game faction re-entering the target scene area with the target virtual item, reconfigure the ownership permission of the target scene area for the target game faction, and continue to accumulate the first game completion progress based on the second duration of the target scene area belonging to the target game faction and the already accumulated first game completion progress. The game victory determination module is used to determine that the target game faction has won the game match before the completion progress of the second game match corresponding to other game factions in the multiple game factions reaches the target victory threshold, in response to the completion progress of the first game match corresponding to the target game faction reaching the target victory threshold.

27. An electronic device, characterized in that, It includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the interactive control method in a game as described in any one of claims 1-25.

28. A machine-readable storage medium, characterized in that, The machine-readable storage medium stores machine-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the interactive control method in the game as described in any one of claims 1-25.