Cyberpunk 2077: A Game User Interface Analysis [UI/UX]



Read more about Cyberpunk 2077➜ https://cyberpunk2077.mgn.tv

Cyberpunk 2077 has many bugs and performance issues, but its user interface design could also use some work.

Just like many other games, I think it does a great job at selling the futuristic look, but intuitive and enjoyable aren’t words I’d use to describe the feeling of using it. Game UI design, if you ask me, is miles behind most other software, and cyberpunk is an excellent example of how many titles get this aspect wrong.

So, in this video, I want to discuss the major problems with the UI and what can be done to improve it. My name is Louis, and when I’m not making videos about gaming, I’m a product designer. So join me, while I combine two of my favourite things for a user interface analysis of cyberpunk 2077.

#cyberpunk2077 #gamedesign #userinterface

Intro 00:00
Overview 1:44
Good user interface (UI) definition 2:10
The map 3:36
The HUD 5:34
General issues 12:34
Inventory redesign 8:38
Suggested improvements 10:46
Conclusion 11:30

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26 thoughts on “Cyberpunk 2077: A Game User Interface Analysis [UI/UX]”

  1. I didn't make this video to shit on Cyberpunk or the people who made it. I'd just like to see it be the best game it can be and raised these issues with the hope that they might help achieve that. I also think that video games, in general, need to step up their game when it comes to UI design, so I think a conversation needs to be had, otherwise things will never improve.

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  2. Thanks for pointing out these details. To me the bugs and ui issues have nonetheless not being my main problem with Cyberpunk2077. More the fact that it initially was advertised as rpg but is now an action adventure. Obviously there's not much to roleplay beyond the most superficial.

    Reply
  3. Awesome video! What they are trying to achieve is super complicated, but it's made worse by not following some basic design principles that you rightly highlighted. Consistency, hierarchy, and contrast make a huge difference.

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  4. It’s SO true! I find myself focusing on the style rather than the actual objective the UI should be supporting. The icons seem too complicated. Like photographs stuffed into a keyhole. Not unlike every other game out there though. But I guess that’s the problem yo

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  5. Im glad someone finally made content discussing this issue. I'm tempted to do a full breakdown of the issues I found, and even apply for UI/UX with points on what I would change in Cyber. You cover some great topics. I had an issue in particular with item sorting, and how every page just merged into one meaningless blur, as you say no hierarchy both in individual panels and overall. You end up switching left and right to pages that all have the exact same colour palette and layout. Your point on inventory and drop shadow would fix a hell of a lot with specific interactions. For something that has great UI, the UX is just woeful. Great stuff though dude!

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  6. Great video. Already seen it like 5 times. So I decided to finally let you know :D. (even used it while creating my own UI so I don't make the same mistakes :D) Please I beg you, make more of these video game UI/UX analyses. I especially liked the way you've shown the proposed changes on the vendor menu (not just talking about what's wrong but also showing how it can be fixed). Thanks for this amazing video.

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  7. I found the whole UI to be a complete mess. Just collecting stuff that's either junk or I can't use, but the game never tells you if it's of any use to you.

    But when you look into what the game was intended to be, far far gander than the cobbled together mess we had in the end, a lot of the UI makes more sense of what it was originally meant to be.

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  8. This video could be 40 minutes long and I would love to watch everything! There is a lot more to discuss in there and as a product designer and a gamer it is the kind of content that I'm REALLY interested into. Nice video bro! Subscribed.

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  9. Must say I am a bit conflicted now on the definition of a 'good' GUI, as it really seems to be a matter of the type of game and what role (and how big a role) GUI is intended to play in the experience by developers. I mean, I am not sure whether this will actually work as an example, but take Resident Evil 4. It's Inventory design is a sort-a separate game of its own (a puzzle game) with how it allows the player to optimise their inventory space to be as efficient as possible with the items that they have. And, of course, Alien: Isolation's deliberately and fittingly cumbersome and unintuitive UI as well. Of course, those are Survival Horror games, so part of the reason for their UI to be unintuitive is to add and maintain tension, but I wonder with the example of RE4 if there are example in other games of completely different genres, where the clunky and 'bad' UI only enhanced the game, especially wonder now about other examples where the UI was also a puzzle game of its own.

    Great videos, love these UI analysis videos from a person with experience in the field and also, most definitely, passion. This makes me REALLY want you to play Cruelty Squad tho, to see what you have to say about that…thing, certainly an experience.

    Edit: don't take this as me defending CP2077's GUI here tho, because the fact that it is inconsistent and incohesive with itself for no purpose at all is (can't believe I am using this word seriously) an objective flaw in design.

    Reply
  10. I agree but boy there's so much else wrong with it.
    I still think that full screen UIs are terrible for player's immersion, so I already didn't like Cyberpunk's UI or Witcher's and countless other games that uses full screen UIs.

    Reply
  11. I workded as Lead UX Designer on a AAA game. The issue is "usability" and "information hierarchy" are dirty words in the minds of too many Creative/Game Directors. And then you have Art Directors and Game Designers so called "visions" that too many times make things worst. They are the ones that absolutely want red text on red background or oppose the use of visual indicators because "immersion". At a point, they joked on me because I was concerned the game's UI colour code made it inaccessible to colour blind players.

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  12. Замечательный контент @. Я недавно начал играть в Киберпанк, но я просто в ужасе от интерфейса. Меня удивило на сколько он может быть неудобным. Эталонным интерфейсом на мой вкус, обладает игра от Ubisoft – The Division. Стилистически мне больше нравится интерфейс из первой части, но сложно отрицать, что во второй части он стал чуточку лучше. Он на столько удобный, что мне дико нравилось проводить в инвентаре время. Там есть буквально все для удобство пользователя, плюс он очень хорошо вписывается по дизайну в игру.
    Скажи пожалуйста, ты не думал сделать обзор на эталонный интерфейс в игре? Очень хотелось бы услышать твое мнение на фоне подобного продукта =)

    Reply
  13. Great video, Louie! I had this video in a "UX/UI in video games" playlist for a while now and I was surprised to realize you're behind it. I wish there were more UX/UI breakdowns like this one on YouTube.

    Reply
  14. I have a feeling very little testing has been made in terms of usability regarding the in-game menus. Sure the design is great but this is a fantastic case study on how an aesthetically great design is worthless without a proper UX research. Just navigating the menus figuring out what equipment or updates could be more beneficial for my build is incredibly overwhelming. I'm a UX designer so it's great to find such detailed videos regarding UX/UI on video games 👍

    Reply

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