Persona 5andPersona 3 Reloadtake vastly different approaches to dungeon design.Persona 5relies on handcrafted Palaces with puzzles and platforming elements, whilePersona 3 Reloadbuilds on Tartarus’ procedural generation, emphasizing combat and exploration.
With both games being potential contenders for influencingPersona 6’sdungeon formula, the question of which one Atlus will potentially use over the other remains. As fans know,Persona 6is in developmentand Atlus must determine whether to refine one approach or merge both into a new system.

Persona 5’s Dungeons Are Narrative-Driven but Rigid
EachPalace inPersona 5represents its ruler’s distorted psyche, shaping environments that reflect their delusions. Kamoshida’s castle, for instance, portrays his school as his personal kingdom, complete with dungeons and student prisoners. Okumura’s factory reduces workers to disposable labor, reinforcing his corporate greed. These unique designs create a deep connection between story and gameplay.
However, the set structure of Palaces makes them predictable on repeat playthroughs. While stealth mechanics, puzzles, and platforming keep dungeons engaging initially, they remain unchanged after completion.Mementos,Persona 5’s procedurally generated alternative, attempts to counteract this but lacks variety. Its floors blur together, with little to distinguish one from the next beyond enemy encounters. A revised system inPersona 6could integrate shifting layouts, rotating enemy rosters, or dynamic objectives to make repeat visits feel less like filler content.
Another flaw inPersona 5’s dungeon design is how little agency players have in revisiting or modifying Palaces. IfPersona 6includes handcrafted dungeons, allowing post-clear exploration with altered layouts, new enemy placements, or unique rewards could make them more engaging beyond the initial story. Side objectives or optional paths within Palaces could also deepen exploration and replayability.
Tartarus inPersona 3 Reloadconsists of over 250 randomized floors, each run offering a different path, enemy placement, and item distribution. While the originalPersona 3faced criticism for its repetitive design,Persona 3 Reloadintroduces destructible objects, environmental variations, and stronger enemy AI.
Tartarus’ procedural nature allows for greater replayability. Unlike Palaces, which follow a fixed narrative, Tartarus lets players experiment with different team compositions and approaches without feeling locked into a single design. The addition of special mid-boss encounters and resource zones inPersona 3 Reloadalso breaks up the monotony, keeping exploration from becoming a mindless grind. However, its drawback is the lack of storytelling within the dungeon itself. While it serves as a central hub for combat and grinding, it lacks the thematic depth found inPersona 5’s dungeons.
Apotential improvement forPersona 6would be procedural areas that evolve over time. Instead of static randomized floors, new enemy factions, biomes, or environmental hazards could emerge as the story progresses. Sections of the dungeon could change depending on choices made in the narrative, offering a more dynamic experience while maintaining the unpredictable nature of procedural generation.
Persona 6 Could Blend Story and Randomization for Better Dungeons
Atlus has an opportunity to take the best aspects of bothPersona 3 ReloadandPersona 5dungeon styles forPersona 6. A hybrid system could balance handcrafted story dungeons with a replayable procedural area that evolves over time. For example, main dungeons could feature structured layouts like Palaces, while an ever-changing secondary dungeon could shift based on player progress, introducing new mechanics, enemies, or environmental hazards as the story unfolds.
Expanding dungeon mechanics could also enhance engagement. Platforming elements could be used beyond scripted sections. Interactive puzzles could evolve based on difficulty settings, making repeat visits feel fresh. A randomized dungeon with multiple biomes or enemy factions could keep encounters varied without losing narrative weight.
Beyond layout,Persona 6could refine dungeon progression with more meaningful risk-reward decisions. Temporary buffs or debuffs could alter gameplay based on how players engage with dungeons. Special modifiers could encourage strategic decision-making, such as increased enemy aggression in exchange for better loot.
BothPersona 5andPersona 3 Reloadhave pushed dungeon crawlingin different directions.Persona 6can refine these mechanics further. Atlus’ decision will shape whether its next game prioritizes deep storytelling, gameplay variety, or a seamless blend of both.