ThePersonagames have been incredibly successful endeavors from video game company Atlus, with fans awaiting news regarding the next mainline iteration. Given the company’s foray into new narrative structures by way of its spin-off titles,Persona 6could diverge from the series' traditional mainline approach, weaving its story and combat into a road trip approach. In turn, this could create optimal chances for references to previous mainlinePersonagames, striking a balance between the past and the present.

Thoughthe road trip model was absent fromPersona 5, its approach was utilized to great effect inPersona 5 Strikers. Through this method, Joker and the crew were able to act as tourists across different Japanese locales while building upon their cultural experiences and friendships. WhileStrikersdiverted quite noticeably from thePersonaformula, its inclusion of the road trip structure demonstrated the model’s versatility in setting and surprising effectiveness in narrative structure. The series' next mainline entry could stand to adapt the model into its own gameplay, benefiting from the opportunity for cameos.

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The utilization of a road trip model would be conducive to all sorts of cameos from previousPersonacharacters, which could allow for thePersona 6cast to receive guidance and interact with previous party members in neat and inventive ways. Given this approach’s emphasis on traveling, it would also mean thatPersona 6wouldn’t have to contend with too many characters on screen at a time. Rather than having a large crew together all at once, having theP6cast stop off at different locations could allow for the interactions to stay settled in their respective locations while letting past and present parties shine.

Depending onPersona 6’s placement in the series' timeline, these types of cameos could be beneficial in having players see past characters all grown up, getting a better sense of their careers and life directions, similar toPersona 4 Arena Ultimax’s treatment of thePersona 3crew. In this way, cameos could be treated more overtly or subtly depending on the desired effect; havingPersona 6’s protagonist receive advice from Joker, for example, could build upon his character in a way that demonstrates his development from the plights ofPersona 5’s story while acting as a pertinent tie-in to whateverobstacles thePersona 6characters will face. In contrast, more subtle references could be used to show familiar characters in passing, perhaps throughP6’s loading screens, similar toP5’s interlude sequences.

Additionally, a road trip model could emphasize beloved settings from pastPersonamainline titles in a brief, albeit compelling way. Much like howPersona 5 Strikershandled its shift in setting by offering bite-sized looks into different Japanese locales,Persona 6could vary its environments without having to worry about modeling entire cities to explore.

A short stop atPersona 4’s Tatsuhime shrine orPersona 3’s Tatsumi Port Island mall could bring about feelings of nostalgia while allowingPersona 6’s party members to experience different areas and walks of life, providing their own perspectives across the journey. Of course, the road trip model would still allow for thePersona 6cast to get their own screen time given the frequent change in setting, which could help to set interesting implications for the party’s character dynamics.

Given that it would be an odd premise for strangers to go on a road trip together,Persona 6’s protagonist and supporting cast could have established relationships at the start of the game, which may act as an intriguing change of pace from the fish-out-of-water approach that most of the series' entries have gone for. This could have a further effect on referential treatment from past games, showing a different side of theP6protagonist in comparison to his or her predecessors while making sure no character gets left behind, avoiding past hurdles likeHaru’s treatment inPersona 5.

Persona 6is currently in development.

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