Are the movie and games industries ageist in regard to synactor employment practice?

Synthetic figures of varying ages, unevenly lit.
Age, appearance, and the synthetic performer. AI-generated using ChatAI. Use subject to ChatAI Terms of Service.

The short answer is yes — in much the same way that the human acting industries are ageist, and often for the same reasons. The dominant synactor in games is young, physically capable, and designed to appeal to a demographic that studios and publishers have historically assumed to be their primary market. Elderly characters exist, but they appear far less frequently as principals, and far more frequently as background figures, quest-givers, exposition-providers, or comic relief. In film, the situation is somewhat more varied, but the pattern holds: synthetic principal characters skew young, and the digital tools of de-ageing have been deployed primarily to make older human actors appear younger rather than to celebrate what an older body looks and moves like.

This is a failure of imagination as much as of equity. Age carries enormous expressive range. The physical specificity of an older body — its different relationship to gravity, to movement, to effort, the way decades of habitual posture become legible in the set of the shoulders and the angle of the neck — offers a synactor a richly distinctive performance vocabulary that younger bodies simply do not possess. Games that deploy elderly principal characters tend to find that players respond to them with unusual investment, precisely because the character’s vulnerability and history are physically legible in ways that cannot be faked by a younger model.

Counterexamples: where age has been used well

The exceptions are instructive. Joel in The Last of Us (Naughty Dog, 2013) is a man in his late forties, and the animation team’s handling of his physicality is central to the performance: the stiffness after combat, the deliberate economy of movement that comes from a body that has learned not to waste effort, the way grief and hardness have settled into his face over two decades of loss. The game’s emotional power depends significantly on the player’s legible understanding of Joel as a man with a long history, and that history is communicated through the body as much as through dialogue or flashback.

Arthur Morgan in Red Dead Redemption 2 (Rockstar Games, 2018) presents a variant: a man in his mid-thirties who has been ageing faster than his years, and whose physical deterioration across the game’s final act — the illness that slows his gait, changes his posture, and eventually transforms his face — is one of the most affecting uses of synthetic physical ageing in the medium. The game demonstrates that ageing as a process, not merely as a fixed state, can be a primary vehicle of narrative and emotional meaning.

Geralt of Rivia in the Witcher series (CD Projekt Red, 2007–2015) occupies different territory: a character who is technically ageless by the conventions of his world, but whose performance reads throughout as middle-aged in the most specific sense — the economy of a man who has fought too many times to waste movement, the sardonic quality of someone who has seen enough to be surprised by very little. The character’s popularity across three games and a television adaptation suggests that this register — weary, experienced, too tired for heroic posturing — has a broad and deep appeal that the industry’s default preference for youth consistently underestimates.

In film, the de-ageing work in The Irishman (Martin Scorsese, 2019) made visible, perhaps inadvertently, the expressive cost of removing age from a performer’s face: Robert De Niro’s de-aged face moved with the digital smoothness of a younger man, but his body moved as the seventy-five-year-old he is, and the disjunction was noted by many critics. The experiment demonstrated that age is not merely a cosmetic property of a face but a systemic quality of a body’s relationship to the world — and that removing it selectively produces something uncanny rather than convincing.

The specific character of ageism in synthetic performance

Ageism in synthetic performance has some features distinct from its human equivalent. For human actors, ageism operates partly through the casting process: older actors are not considered for roles that younger actors are, and the work available to them diminishes with time. For synactors, the equivalent discrimination occurs at the design stage: if no elderly character model is created with sufficient fidelity and expressive range, no elderly synactor can be cast in a principal role. The discrimination is structural before it is individual, and it is therefore harder to identify and challenge. A studio that creates only one character model over forty — a grizzled mentor, a comic elder — has already made its ageist decision before any individual casting choice is made.

There is also an irony worth noting. Unlike human actors, synactors do not actually age. A synactor’s model can be fixed at any point in the lifespan, and the effort required to create a convincing elderly character is no greater in principle than the effort required to create a convincing young one. The underrepresentation of older synactor characters is therefore entirely a product of design choice, not of biological constraint. Nor is there any commercial excuse that holds under scrutiny: the success of Joel, Arthur Morgan, and Geralt — all principal synactors who read as middle-aged or older — demonstrates that players respond readily and deeply to characters whose age is part of their character. The guild calls on designers and studios to examine the assumptions that produce the default and to consider what they are leaving unexplored.