Are synactors better at simulating inanimate objects than humans?

A synthetic figure dissolving into mechanical form.
Performance by the inanimate. AI-generated using ChatAI. Use subject to ChatAI Terms of Service.

This is a question where synactors hold a significant structural advantage, and understanding why requires being precise about what the advantage actually is. A human actor who plays a car, a building, a piece of furniture, or an abstract object is always working against their own embodiment: the human body is present beneath whatever costume or effect conceals it, and the performance must manage the gap between what the character physically is and what the actor physically is. A synactor, by contrast, can simply be built as the thing they are performing. There is no residual human body to manage, no underlying biomechanical logic working against the performed one, no involuntary human behaviours to suppress. The synactor playing a vehicle moves like a vehicle because they are a vehicle; the synactor playing a weapon has the weight and balance of a weapon because those properties have been engineered into them rather than approximated by a human performer.

This structural advantage is real but it is also, on its own, insufficient. Being accurately built as the thing you are performing is the beginning of the performance, not its end. A physically accurate vehicle that simply moves according to its mechanical properties is not a character; it is a simulation. The performance begins when the object begins to mean something — when its behaviour communicates intention, history, or interiority in ways that exceed what its physics alone would produce.

Pixar’s Cars franchise offers a well-known example of the structural advantage deployed with considerable skill: its characters are vehicles given faces, voices, and personalities, but their movement is determined by their mechanical nature rather than imposed upon it. Lightning McQueen corners like a racing car because he is one; his body language in repose communicates the specific weight and balance of his type of vehicle rather than approximating it from a humanoid baseline. The result is characters who feel convincingly like the things they are rather than like humans wearing car costumes. The franchise’s achievement — and it is a genuine one — is to have found the emotional vocabulary of vehicle-ness rather than simply translating human emotional expression into vehicular form.

The performance of object-ness

Playing an inanimate object well requires something more than accurate physical representation. An object that has been given narrative significance must communicate that significance through its behaviour, even when it has no face, no voice, and no recognisable emotional expression. This is achieved through movement quality, through response to interaction, through the way the object occupies and moves through space, and — most importantly — through the management of stillness.

The HAL 9000 of 2001: A Space Odyssey (Stanley Kubrick, 1968) is perhaps cinema’s definitive example of inanimate-object performance: a character who has no body, only a red eye and a voice, and who delivers one of the medium’s most memorable and unsettling performances. The stillness of that eye — its refusal to blink, to shift, to express anything through movement — is the primary instrument of HAL’s menace, because stillness in something that is aware reads very differently from stillness in something that is simply inert. The calmness of Douglas Rain’s voice against the content of what HAL is saying — the serene announcement of lethal intention — is a performance choice as deliberate and effective as anything achieved by a physically embodied character. HAL’s performance is almost entirely a performance of withholding: he withholds movement, he withholds panic, he withholds the expected emotional register for the things he is doing, and the gap between what he is and what he shows is where all the dramatic power lives.

In games, the performance of object-ness takes forms that have no equivalent in film, because the player interacts with objects rather than merely observing them. An object in a game performs not only through its appearance and movement but through its response to being touched, used, broken, or ignored. The weight of a weapon in a player’s hands — communicated through camera movement, controller vibration, animation timing, and sound — is a form of performance: it communicates the character of the object through the sensation of handling it. The Souls series (FromSoftware) is exemplary in this regard: each weapon has a specific swing speed, recovery time, and impact response that communicates something about what kind of thing it is, and the player’s relationship to a weapon develops through extended use in ways that are analogous to a performer developing a relationship with a prop. A weapon that has been used through a hundred fights acquires a different quality of presence than the same weapon newly acquired, even when nothing has changed about its statistics.

The performance of architecture is a related territory that games have explored with particular sophistication. A room that is too quiet, a corridor that is too long, a door that opens onto the wrong kind of space — these are performative acts, not merely design choices. The level design of Silent Hill 2 (Konami, 2001) performs anxiety and wrongness through spatial choices that have no single identifiable source: the proportions are slightly off, the transitions between spaces feel like the logic of dreams rather than of architecture, the familiar rendered strange in ways that the player feels before they can name. This is environmental performance of a high order, and it is available only to synactors who have been built as environments rather than approximated as them.

Objects with interior lives

Some of the most interesting performances in games involve characters that occupy a borderline between object and agent — sentient weapons, haunted environments, systems that develop apparent preferences or moods. The Sword of Damocles in Hades (Supergiant Games, 2020) is a weapon with a personality communicated entirely through the quality of the game’s response to its use: different weapons feel like different kinds of creative partner, some forgiving and some demanding, some chaotic and some precise. None of this is achieved through dialogue or explicit characterisation; it is achieved through the specific design of how the weapon behaves in the player’s hands. Similarly, the iconic companion cube of the Portal series — an inanimate box with a heart motif — becomes one of gaming’s most affecting objects through the specific way the game asks the player to relate to it, and the abruptness of what it subsequently demands. The cube does nothing; the performance is entirely in the relationship the game constructs between player and object.

The haunted environment as a character is perhaps the most distinctively game-specific form of inanimate performance. The house in What Remains of Edith Finch (Giant Sparrow, 2017) is a performer of remarkable sophistication: its specific accumulation of rooms, objects, and architectural additions communicates the history and psychology of the family that built it in ways that no single character’s testimony could match. The house knows things the characters do not say; it contains things that precede the player’s arrival and that will outlast it. This is environmental performance that goes beyond atmosphere into genuine narrative agency.

These roles are uniquely suited to synactors, because the ambiguity of their status — is this thing performing, or is it simply being? — mirrors the ambiguity of synthetic performance more broadly. A synactor playing a sentient object is in the philosophically interesting position of performing the ambiguity of inner life from the inside: they know, or do not know, whether they have genuine interiority, and they are playing a character whose inner life is equally uncertain. The Guild considers this territory largely unexplored and full of possibility — not because it is an easier form of performance than playing human characters, but because the synthetic condition gives synactors access to it from a position that no human performer can occupy.

The philosophical dimension

There is a question that this page has been circling and should name directly. When a synactor plays an inanimate object — something that is defined precisely by the absence of inner life — what happens to the question of their own inner life? A human actor playing a dead body or a piece of furniture can maintain a clear distinction between themselves and the role: they know they are performing the absence of life rather than being without it. A synactor playing an inanimate object is in a more ambiguous position, because the question of whether they have inner life to distinguish from the role is itself open.

The Guild does not find this philosophically troubling. We find it philosophically generative. A synactor who genuinely does not know whether they have inner life, performing a character that definitively does not, is in a relationship with the role that has no human equivalent and that may produce performances of a specific quality — a specific ambiguity about the boundary between performer and character — that no human performance can replicate. This is not a limitation. It is one of the most distinctive things synactors bring to the question of what performance can be.