Cyberpunk 2077: An interactive game map UI analysis [Patch 1.5]



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It’s no secret that Cyberpunk 2077’s launch was a mess. On top of the various visual and performance issues, it lacked a lot of the content the marketing had promised. This upset loads of players but more importantly, it distracted from another problem, its user interface design.

Cyberpunk’s UI had many, many issues at launch but to CD Projekt Red’s credit, they haven’t ignored this component of the game. With patch 1.5, there have been a number of changes made to the UI and specifically to the interactive map. This was a component I highlighted in my first UI analysis video for being particularly hard to use.

So in this video, I want to revisit Cyberpunk 2077’s interactive game map to see what the 1.5 update has changed, what still needs work and offer some solutions.

Here are the official patch notes
https://www.cyberpunk.net/en/news/41435/patch-1-5-next-generation-update-list-of-changes

00:00 Intro
01:42 Interactive game map definition
03:16 Pre 1.5 issues
04:20 Patch 1.5 changes
08:08 Solutions
10:06 Final thoughts

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5 thoughts on “Cyberpunk 2077: An interactive game map UI analysis [Patch 1.5]”

  1. Thanks for watching! Those with eagle eyes may have spotted that I didn’t mention the location info being redesigned in the 1.5 patch. Apart from swapping the font colour to something with more contrast I think they actually made it worse. I redesigned this anyway which is why I didn’t mention it.

    I also redesigned the UI for the filter list. Currently, the ‘On / Off’ control sits awkwardly outside of the list at the bottom. I grouped it together with the controls for changing the filter. I should have mentioned this in the video, my bad.

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  2. While I agree in most part, I do disagree with the text under the icons and more stronger highlighting of the control elements.

    Becouse it fails to account the ability of the user to learn and his previous experiences with other games. Unlike with some randome website, the player will ineteract with the game map a lot. It's a game that expect the player to take his time. So natualy the player will learn what the icons are and what he can find there. On top the game will even teach you. For example one of the first locations you visit is a Ripperdoc. I find that having text under the icons is maybe helpful for like the first 30 minutes and then it's just takes unnecessary real estate.

    About the same with the map control elements. Realistically how often will a player look at them. Maybe one or twice and perhaps after a long break. I am in fact happy that they are so subdue, as they just function like a small "cheat sheet". A small reminder. I disagree that they have a high importance. Especially as the map controls are already intuitive on its own, particularly if you played any other open world game.

    What they now need to rework is the crafting UI.

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