They can form and break alliances. Together they make up an anarchic but functioning ecosystem. An object can become an agent, a double, a tool, a costume, a ghost, a slave, a nemesis, a politician, a pawn, a relative, an alien. Perhaps the best analogy is that of an exuberant and misbehaving pet. Each object develops different capabilities and characteristics, depending on factors like age, size and history.
Older objects begin to malfunction, flickering and short-circuiting.
Finally, each object dies, entering briefly into an ghostly afterlife. After each object departs, a new object can be initiated. Each time a guest scans a bar code, contact is re-established between that guest and their object. However, between these moments of human contact, objects are on their own. This allows for a number of possible styles of interaction.