Fact-checked by Grok 2 weeks ago

Sequel

A sequel is a work of literature, film, television, theatre, music, video gaming or any form of sequential art that continues the story or develops the theme of an earlier work, typically following the events chronologically. The term originates from the Latin sequela, meaning "that which follows". Sequels are a common narrative form across media, often building on the characters, setting, and plot of the original to extend the franchise, and have become a significant part of the entertainment industry due to their commercial success.

Definitions and Classifications

Core Definition

A sequel is a work in that directly continues the , characters, or established in a preceding work, typically advancing the in chronological progression after the events of the original. This continuation builds upon the foundational elements of the prior , often resolving or extending unresolved threads while introducing new developments within the same fictional framework. Key characteristics of a sequel include the retention of primary protagonists or antagonists from the original work, the deliberate expansion of the established world or setting, and an overarching intent to prolong the serialized experience. Unlike standalone narratives, sequels rely on prior knowledge of the initial story to fully engage audiences, fostering a sense of in fictional universes. These elements distinguish sequels from mere repetitions or adaptations, emphasizing progression rather than reinvention. Sequels are confined to fictional serialized storytelling, differing from continuations in non-fiction, where the focus is on factual reporting or historical extension without invented plots, or from episodic formats like ongoing television series that lack the self-contained narrative arc of a sequel. This focus on fiction underscores the creative expansion of imaginative worlds, separate from documentary or procedural extensions. The term "sequel" derives from the Latin sequi, meaning "to follow," entering English in the mid-15th century via Old French sequelle and Latin sequela, initially denoting a consequence or follower before evolving to describe literary follow-ups by the 16th century.

Types of Sequels

Sequels are categorized by their narrative structure and the manner in which they relate to the original work, ranging from tight continuations to more expansive or fragmented extensions. These classifications highlight how sequels balance to the predecessor with , often modulating themes, characters, or settings to either reinforce or transform the established narrative. A core distinction lies in the degree of chronological and character-based linkage, allowing sequels to function as both extensions and reinterpretations within a shared . Direct sequels represent the most straightforward category, functioning as immediate chronological follow-ups that retain the primary characters and advance the unresolved arcs from the original. In this structure, the picks up soon after the predecessor's conclusion, intensifying conflicts or exploring consequences of prior events while preserving the established tone and world-building. This type emphasizes linear progression, where the sequel's events are causally dependent on the original, creating a seamless chain that consolidates the story's momentum without introducing significant deviations. For instance, direct sequels often employ similar stylistic elements, such as epistolary formats or allegorical frameworks, to maintain cohesion and deepen character development. Indirect or loose sequels, by contrast, continue the broader but diverge from direct by shifting emphasis to new characters, peripheral , or alternate timelines. These works sustain thematic or topical connections—such as shared motifs of or —while allowing greater interpretive flexibility, often recontextualizing the original without requiring strict event-based . This approach enables of the world's or societal implications indirectly, treating the predecessor as a foundational rather than a rigid . Loose sequels thus prioritize thematic over dependency, fostering a sense of that invites readers to revisit the original through a fresh lens. Parallel sequels operate concurrently with the original's , delving into simultaneous events to broaden side or offer complementary viewpoints without advancing the primary . This structure key moments from the predecessor, mirroring conflicts or themes from alternative angles to enrich the overall , such as by contrasting individual struggles with communal dynamics. Parallel elements may appear as embedded stories or mirrored arcs, enhancing the original's depth by revealing overlooked facets of the world or characters' experiences. Such sequels disrupt traditional forward momentum in favor of lateral expansion, creating a multiplex narrative that underscores interconnectedness within the same temporal frame. Anthology-style sequels eschew a unified linear plot in favor of a collection of interrelated stories, vignettes, or episodic strands that collectively extend the original's through thematic or ties. This format assembles diverse narratives—often varying in focus or —around shared elements like allegorical patterns or legacies, resulting in a non-chronological that probes multiple dimensions of the established world. sequels facilitate reformative reinterpretations, allowing for open-ended explorations that blend consolidation of core ideas with innovative departures, such as shifting from personal journeys to broader chronicles. This structure suits expansive worlds, enabling sequels to function as a series of loosely connected tales that amplify the predecessor's without a singular resolution. The classification of sequels hinges on key criteria: the degree of in the , which measures linkage from tight progression to thematic affinity; , distinguishing consolidatory aims (reinforcing the original) from reformative ones (transforming its elements); and , which influences based on expectations of or expansion. Autographic sequels, penned by the original author, typically exhibit stronger canonical adherence, while allographic ones (by others) may lean toward looser interpretations to capitalize on popularity. These factors collectively determine a sequel's role as either a stabilizing extension or a provocative evolution, ensuring it both honors and innovates upon the foundational work.

Prequels and Midquels

A is a narrative work produced after an original story but set chronologically before its events, focusing on the origins, , or formative experiences of characters, settings, or conflicts depicted in the initial . This reverse chronological structure allows creators to explore the foundational elements that lead to the established plot without altering the forward momentum of the primary storyline. Midquels, also known as interquels, are stories inserted between the timeline of an original work and its sequel, or within gaps in the original itself (sometimes termed intraquels), to elaborate on concurrent or transitional events. Unlike prequels, midquels do not precede the core story but intercalate within its temporal framework, bridging discontinuities or expanding on overlooked intervals to maintain narrative cohesion. In contrast to sequels, which extend the original forward in time to advance progression and arcs, prequels and midquels employ backward or interstitial , emphasizing origins and ual depth over future developments. This approach can introduce (retconning), where new details reconcile or revise prior implications in the established lore, potentially enhancing interpretive layers but risking inconsistencies if not handled carefully. For instance, while sequels build upon resolved elements to propel the story ahead—such as direct continuations or parallel extensions—prequels and midquels prioritize retrospective clarification, often without necessitating prior knowledge of later events. Common purposes of prequels and midquels include providing essential for character motivations, enriching world-building through historical or simultaneous details, and fostering deeper by filling chronological voids in the franchise's . These forms support narrative expansion in transmedia environments, where they contribute to a cohesive universe by addressing unanswered questions from the original without disrupting its forward trajectory.

Spin-offs, Reboots, and Remakes

Spin-offs represent derivative works that expand an original narrative universe by shifting focus to secondary characters, subplots, or unexplored elements, thereby creating new stories without advancing the primary timeline. Unlike sequels, which maintain chronological continuity, spin-offs branch laterally to explore tangential aspects of the established world, often leveraging familiar elements to build audience investment. For instance, the television series (1993–2004) derives from (1982–1993) by centering on the character , appropriating his backstory and personality traits to develop independent episodes while occasionally referencing the parent show. This form allows creators to delve into untapped potential within the original's framework, such as character backstories or side universes, fostering extended engagement through shared lore rather than direct progression. Reboots constitute complete restarts of a story or franchise, introducing fresh interpretations that typically disregard or nullify prior canon to reestablish the narrative from its origins. They differ from sequels by resetting rather than extending the timeline, enabling a clean slate for new creative directions while retaining core concepts like characters or settings. A representative example is Batman Begins (2005), directed by Christopher Nolan, which relaunches the Batman franchise by reimagining Bruce Wayne's origin and early vigilante years, effectively sidelining previous film iterations to forge a standalone series. Reboots emphasize refreshment for contemporary sensibilities, often incorporating modern themes or production techniques to revitalize interest without the burden of accumulated continuity. Remakes involve direct reinterpretations of an original work, updating its elements—such as dialogue, visuals, or cultural context—while adhering closely to the source's structure, without propelling the story forward in time. In contrast to sequels, remakes prioritize re-presentation over continuation, functioning as a new rendition that acknowledges its predecessor through homage or explicit reference. The Psycho, directed by , exemplifies this by attempting a recreation of Alfred Hitchcock's 1960 film, incorporating color and minor contemporary adjustments to revisit the thriller's tension for a . This approach highlights transformation through repetition, allowing adaptation to evolving audience expectations or technological capabilities. Collectively, spin-offs, reboots, and remakes diverge from sequels by forgoing strict chronological follow-up, instead prioritizing expansion via branching explorations, total resets, or refreshed retellings to sustain a universe's vitality. These forms often intersect with prequels in building shared universes, as seen in interconnected ecosystems. Motivations include tapping into unexplored potentials, such as secondary arcs in spin-offs; modernizing outdated elements for broader appeal in remakes and reboots; and extending commercial longevity through familiar yet innovative extensions that attract returning and new viewers alike.

Historical Evolution

Origins in Literature

The earliest known literary sequels emerged in ancient epic poetry, where later works built upon foundational narratives to extend mythological and heroic traditions. Virgil's Aeneid, composed around 19 BCE, serves as a prominent example, functioning as a sequel to Homer's Iliad and Odyssey by chronicling the Trojan hero Aeneas's journey from the fall of Troy to the founding of Rome, thereby bridging Greek mythology with Roman identity. This continuation preserved and adapted Homeric themes of fate, heroism, and exile while aligning them with Augustus's imperial agenda, marking an early instance of sequel-writing as a tool for cultural and political continuity. In the 18th and 19th centuries, sequels became more common in prose fiction, often driven by commercial success and reader demand. Daniel Defoe's (1719) quickly inspired two authorized sequels by the author: The Farther Adventures of (1719), which follows Crusoe's return voyages, and Serious Reflections During the Life and Surprising Adventures of (1720), a more reflective continuation blending narrative with moral discourse. Similarly, de Cervantes's (1605–1615) faced unauthorized sequels, most notably the 1614 apocryphal second part by Alonso Fernández de Avellaneda, which prompted Cervantes to publish his own authentic continuation in 1615 to reclaim narrative control and satirize the imitation. These cases highlight the emerging tension between and opportunistic extensions in the burgeoning print market. The rise of serialized novels in the 19th century further propelled sequels and multi-volume stories as proto-sequels, allowing narratives to unfold across installments and fostering ongoing reader engagement. Charles Dickens exemplified this with works like The Pickwick Papers (1836–1837), initially a series of sketches that evolved into a novel, and subsequent multi-part epics such as Oliver Twist (1837–1839) and David Copperfield (1849–1850), which built interconnected worlds and recurring characters over time. This format, pioneered by Dickens, transformed standalone tales into expansive series, emphasizing cliffhangers and character arcs to sustain serialization. The invention and spread of the in the played a pivotal role in enabling this evolution, by drastically reducing book production costs and increasing accessibility, which shifted from elite manuscripts to mass-produced volumes suitable for sequels and series. Prior to Johannes Gutenberg's around , storytelling was largely oral or limited to handwritten copies, but the press facilitated rapid reprinting and distribution, encouraging authors and publishers to capitalize on popular works through continuations. This technological shift not only democratized reading but also commercialized narrative extension, laying the groundwork for the sequel as a staple of literary production.

Development in Film, Television, and Other Media

The development of sequels in film began with the emergence of serials in the early 1910s, which were multi-chapter narratives designed for weekly theatrical release to build audience anticipation through cliffhangers. These silent-era serials, often featuring adventure and detective stories, marked the first widespread use of continuing narratives in cinema, evolving from literary serializations but adapted to visual storytelling with episodic perils and resolutions. By the 1930s, sound technology enhanced these formats, as seen in the 13-chapter Flash Gordon serial produced by Universal in 1936, which followed the comic strip hero's battles against Emperor Ming on the planet Mongo and became a benchmark for science fiction adventure continuity. This serial tradition transitioned to feature-length sequels in the 1930s and 1940s, particularly through horror franchises that expanded single films into interconnected series. Universal Studios pioneered this with its Monsters cycle, starting with standalone hits like (1931) and (1931), then producing direct continuations such as (1935) and (1939), which reused characters and settings to sustain narrative momentum. These films shifted from isolated tales to a , influenced by post-silent era demands for character-driven repetition while incorporating practical effects like makeup and miniatures to depict monstrous transformations. In television, sequels evolved from the dominance of anthology formats in the —self-contained episodes like those in (1959–1964)—toward serialized franchises that built ongoing worlds across seasons and spin-offs. This shift reflected the medium's capacity for weekly continuity, allowing deeper character arcs and lore expansion. , debuting in 1966, exemplified this transition with its episodic structure chronicling the USS crew's missions, which laid the groundwork for sequel series like (1987–1994) that revisited the same universe decades later. Video games introduced sequels as iterative expansions of interactive worlds starting in the late 1970s, with text-based adventures pioneering the form. Colossal Cave Adventure (1976), created by Will Crowther and expanded by Don Woods in 1977, inspired unofficial sequels and variants that extended its cave-exploration mechanics and puzzle-solving, establishing a template for narrative progression in digital media. The 1980s saw a boom in console-based series, notably Dragon Quest (1986), developed by Yuji Horii and Chunsoft, which launched a long-running RPG franchise with numbered sequels that advanced a shared mythology of heroes battling ancient evils, leveraging improving graphics and turn-based combat to foster player investment in evolving stories. Post-World War II, key shifts in film and media practices accelerated sequel production, driven by technological advancements like and formats that enabled richer, more immersive worlds for continuations. The decline of the rigid after 1948 antitrust rulings allowed greater flexibility for franchises, as studios responded to audience demand for familiar narratives amid rising competition from . This era emphasized continuity to retain viewers, with practices like character licensing and cross-media tie-ins becoming standard for sustaining engagement across formats.

Role in Media Franchises

Economic and Cultural Impact

Sequels have significantly influenced box office performance, often driving higher returns for franchises compared to standalone originals due to established audiences and marketing synergies. From the 1990s to the 2010s and 2020s, the domestic box office share attributable to sequels rose from 11.7% to an average of 41.7% between 2014 and 2023, reflecting studios' increasing reliance on them for revenue stability. As of 2019, franchise films, which encompass sequels, accounted for approximately 82.5% of the worldwide box office, underscoring their economic dominance over original productions. This trend is exemplified by major franchises like the Marvel Cinematic Universe (MCU), which has amassed over $30.6 billion in cumulative worldwide box office earnings as of November 2025, with recent entries such as Deadpool & Wolverine (2024) contributing $1.34 billion alone. In 2025, the MCU's dominance showed signs of waning, with no film in the global top 10 highest-grossers for the first time since 2012, amid ongoing superhero fatigue discussions. Culturally, sequels have shaped fan expectations by leveraging nostalgia and continuity, fostering dedicated communities while enabling targeted marketing campaigns that capitalize on prior investments in intellectual property (IP). This approach has led to genre saturation, particularly evident in post-2010s debates over "superhero fatigue," where audiences express exhaustion from repetitive narratives and oversupply, as seen in the MCU's expansive output. Nostalgia-driven sequels, such as reboots and extensions, reinforce cultural touchstones but risk alienating viewers seeking novelty, contributing to broader discussions on media consumption patterns. Despite these benefits, sequels face criticisms for franchise dilution, where extended series diminish potency and lead to creative stagnation by prioritizing formulaic over . Hollywood's heavy reliance on existing IP has been linked to reduced originality, with 71% of top-grossing films earning at least $100 million domestically from 2021 to 2024 belonging to , potentially stifling new voices and ideas. This economic strategy, while profitable, has sparked concerns about long-term sustainability, as evidenced by underperforming entries that highlight audience fatigue with overextended IPs.

Sequels Across Different Media Formats

In , sequels typically form the backbone of series, employing mechanics that balance narrative repetition with incremental innovation to sustain commercial viability and fan engagement. These series often adopt episodic structures, where each installment resolves immediate conflicts while advancing overarching arcs, as seen in franchises like the saga, which has navigated phases of expansion, dormancy, and revival through retconning to accommodate multigenerational audiences. In contrast, shared cinematic universes, such as the (MCU), interconnect multiple films into expansive, serialized narratives that reward cross-film viewing for deeper lore comprehension, shifting from standalone episodic tales to a cohesive mythological framework. Television sequels extend this dynamic into serialized formats, where ongoing shows like those in contemporary drama series evolve through seasonal episodes that build cumulative tension, differing from 's finite s by allowing indefinite progression and character development across episodes. Video game sequels emphasize , where developers refine core mechanics, graphics, and content in numbered series to evolve while preserving identity. The Final Fantasy series exemplifies this approach, particularly in its MMORPG iterations like , which has undergone progressive updates from onward, enhancing quest systems to better suit explorer and achiever player archetypes—such as increasing special quests for world discovery. A 2021 analysis of versions 2.0 to 4.2 showed completion rates rising from 0.3337 in early versions and Game Refinement theory values improving from 0.0188 to 0.1169, with scores from 83/100 to 87/100, fostering higher engagement. The game has continued iterations through version 7.0 (Dawntrail, 2024), maintaining over 30 million registered accounts as of 2025 while adapting to player feedback without overhauling the core fantasy formula. In comics, sequels manifest through structures that enable perpetual narrative expansion, with individual issues forming episodic arcs collected into continuations for broader accessibility. These structures rely on to layer visual and textual storytelling, allowing like those in titles to evolve across decades of monthly publications, where retcons and crossovers maintain amid creative shifts. Similarly, book sequels operate within series frameworks that advance serialized plots, often structured as self-contained volumes linked by recurring themes, character growth, and unresolved threads from prior entries, as analyzed in literary examinations of extensions where each installment heightens stakes while echoing foundational motifs. sequels in comics further this by compiling arcs into standalone yet interconnected volumes, prioritizing visual narrative progression over linear prose to sustain reader investment in expansive worlds. Cross-media sequels leverage transmedia storytelling, dispersing narrative elements across formats to create immersive, multi-platform experiences where each medium delivers unique contributions to the whole. In book-to-film pipelines, original novels seed cinematic adaptations that spawn sequels in reverse—such as J.R.R. Tolkien's The Lord of the Rings books inspiring Peter Jackson's film trilogy, which in turn generated prequel films and tie-in novels expanding the Middle-earth lore. The Jim Henson Company's The Dark Crystal illustrates this seamlessly: the 1982 film was extended by the 1983 companion book The World of the Dark Crystal, which resolved 37 cultural and 38 character hermeneutic codes from the movie while introducing new migratory cues to encourage audience exploration, blending prose depth with film's visual spectacle for a unified yet format-specific sequel ecosystem. Such pipelines, as in the Matrix franchise, integrate films, comics, and games to build canonical extensions, using unresolved narrative gaps to guide viewers across media without redundancy. Sequels across media face significant challenges in maintaining canon consistency amid diverse platforms, often resulting in "soft canon" practices where emotional and communal resonance supersedes rigid factual alignment. In transmedia franchises like Dungeons & Dragons, player-driven narratives across tabletops, books, and digital adaptations create branching realities without a central authority, complicating enforcement of a singular timeline and leading to overlapping interpretations prioritized by affective player experiences over strict lore fidelity. Audience fragmentation exacerbates this, as viewers scatter across channels—digital streaming, social media, and niche platforms—diluting unified engagement and making it harder to track cross-media continuity. These issues demand adaptive strategies, such as flexible world-building, to preserve franchise coherence without alienating segmented fanbases.

Unofficial Sequels

Literary and Book-Based Examples

Unauthorized literary sequels, often termed pastiches or continuations, emerged prominently in the 19th century as authors capitalized on the popularity of established works, particularly those entering the public domain or lacking strict copyright enforcement. One early example is the proliferation of Robinson Crusoe derivatives following Daniel Defoe's 1719 novel, with unauthorized sequels and imitations appearing throughout the 18th and 19th centuries, such as Robert Michael Ballantyne's 1858 The Coral Island, which extended themes of survival and adventure without Defoe's involvement. Similarly, Edward Bellamy's 1888 utopian novel Looking Backward inspired over a dozen unofficial sequels by the early 20th century, including Arthur Vinton's 1890 Looking Further Backward, which critiqued Bellamy's vision through dystopian extension. These works were facilitated by lax international copyright laws, allowing writers to build on public domain texts or exploit gaps in protection for living authors. In the modern era, post-author death continuations have become common, especially for characters like Sherlock Holmes, whose creator Arthur Conan Doyle died in 1930. After the public domain entry of Doyle's early Holmes stories (pre-1923 publications in the U.S.), numerous pastiches proliferated, such as Nicholas Meyer's 1974 The Seven-Per-Cent Solution, which reimagines Holmes confronting cocaine addiction and his brother Mycroft. Estate-approved extensions, like those by the Doyle estate licensing new tales, blur lines but remain unofficial to the original canon; however, fan-driven works, including pastiches by authors like Laurie R. King in her Mary Russell series starting 1993, continue Holmes's adventures independently. Fan fiction has increasingly evolved into published unofficial sequels, with platforms like Archive of Our Own fostering stories that gain commercial traction, such as E.L. James's Fifty Shades of Grey (2011), derived from Twilight fanfiction but reimagined to avoid direct infringement. Legal aspects hinge on copyright duration and public domain status, which in the U.S. generally places works published before 1929 into the as of 2024, enabling free derivative use. For instance, Jane Austen's (1813) entered the over a century ago, spawning hundreds of sequels like Sybil G. Brinton's 1913 Old Friends and New Fancies, the first novel-length continuation uniting Austen's couples in later life, without legal barriers. Conversely, for copyrighted works, unauthorized sequels risk infringement unless transformative under doctrines, as seen in U.S. court rulings affirming characters like Holmes cannot be monopolized once core elements are free. International variations, such as the EU's life-plus-70-years rule, further complicate global publication. These unofficial works influence perceptions of the canon by expanding character arcs and themes, often humanizing figures like Holmes beyond Doyle's aloof , thereby enriching cultural discourse without altering official narratives. Pastiches challenge authorship notions, fostering communities that sustain literary legacies, as with Austen's derivatives prompting debates on Regency-era roles, yet they remain extracanonical, preserving the original's while inspiring reinterpretations.

Adaptations in Film, Games, and Fan Works

Unofficial film sequels often emerge as bootleg or low-budget productions that capitalize on the popularity of original works without authorization, particularly prevalent in the 1980s and 1990s through direct-to-video releases. A notable example is Alien 2: On Earth (1980), an Italian unauthorized continuation of Ridley Scott's Alien (1979), which features similar xenomorph creatures terrorizing Earth but lacks any involvement from the original creators or studio. Similarly, Zombi 2 (1979), directed by Lucio Fulci, was marketed as a sequel to George A. Romero's Dawn of the Dead (1978) despite no official connection, blending zombie horror with exploitative elements to exploit the franchise's success in international markets. These films typically operate in gray legal areas, relying on loose ties to source material to attract audiences while avoiding direct infringement. In the realm of , community-driven mods and fan games frequently serve as unofficial sequels, extending narratives using accessible engines from classics like Doom (1993) and (1998). For Doom, fans have created numerous standalone titles such as Brutal Doom (2010 onward), which add new levels, weapons, and story arcs continuing the demonic invasion theme without id Software's endorsement. 's modding scene includes projects like Half-Life: Through the City (2022 demo), a fan-made sequel following Marine Adrian Shephard from the expansion , incorporating new campaigns and to bridge gaps in the official storyline. These works thrive on open-source tools, fostering creativity but often facing takedown risks from rights holders. Fan works extend unofficial sequels into web series, animations, and alternate reality games (ARGs), where enthusiasts build immersive continuations shared via online platforms. The web series :DRYVRS (2015) features an episode titled "Just Me in the House by Myself," portraying an adult Kevin McCallister (played by Macaulay Culkin) in a deranged, trap-filled home defense scenario as a spiritual successor to Home Alone (1990), blending horror-comedy without 20th Century Fox's involvement. Animated fan projects include Vader: Shards of the Past (2019), a short film depicting Darth Vader's post-Revenge of the Sith hunts, which garnered millions of views on YouTube as an unauthorized extension of the Star Wars saga. ARGs, such as fan-created puzzles tied to franchises like Pokémon (e.g., community-driven hunts mimicking Pokémon GO's mechanics in 2021), immerse participants in alternate narratives through real-world clues and digital trails, often without official sanction. Contemporary developments have amplified unofficial sequels through digital distribution, enabling rapid sharing on platforms like , , and , while prompting increased cease-and-desist actions from intellectual property owners. Post-2020, the streaming era's content boom, accelerated by lockdowns, saw a surge in fan productions; for instance, crowdfunded fan films via rose in film categories from 2019 to 2022, allowing global access but heightening legal scrutiny. Companies like and issued numerous takedowns, such as the 2025 shutdown of Lost in Hyrule, a live-action Legend of Zelda fan film, citing violations amid easier online proliferation. This era highlights tensions between fan and corporate control, with digital tools lowering barriers yet inviting swift enforcement. Unlike official sequels, these adaptations lack licensing agreements, resulting in inconsistent production values—from amateur enthusiasm to polished efforts—and appeal primarily to niche communities seeking fresh interpretations rather than mainstream validation. This absence of oversight often leads to experimental , such as shifts or character reinterpretations, but also exposes creators to financial and legal vulnerabilities without studio backing. In contrast to literary unofficial sequels, which may draw on public domain elements for publication, multimedia versions rely heavily on digital ephemerality, making preservation challenging amid enforcement actions.

References

  1. [1]
    Sequel: The Database Toolkit for Ruby
    Ruby Sequel is a lightweight database toolkit for Ruby.Class Sequel::DatabaseDocumentation
  2. [2]
    All versions of sequel | RubyGems.org | your community gem host
    All versions of sequel. 298 versions since March 04, 2007: 5.97.0 October 01, 2025 (635 KB); 5.96.0 September 01, 2025 (634 KB); 5.95.1 August 05, 2025 (633 KB) ...
  3. [3]
    jeremyevans/sequel - The Database Toolkit for Ruby - GitHub
    Sequel is a simple, flexible, and powerful SQL database access toolkit for Ruby. Sequel provides thread safety, connection pooling and a concise DSL for ...
  4. [4]
    Active Record or Sequel: Which Best Fits The Needs of Your Ruby ...
    Mar 6, 2024 · It includes a powerful DSL for manipulating data within a variety of databases. Sequel can: Represent database records as Ruby objects ...
  5. [5]
    CHANGELOG - Sequel
    5.98.0 (2025-11-01)¶ ↑. Make insert_returning_select use RETURNING when using table_select plugin (jeremyevans) (#2339). Fix Database#listen in postgres ...
  6. [6]
  7. [7]
    SEQUEL Definition & Meaning - Dictionary.com
    Sequel definition: a literary work, movie, etc., that is complete in itself but continues the narrative of a preceding work.. See examples of SEQUEL used in ...
  8. [8]
    Sequel - Etymology, Origin & Meaning
    Originating from mid-15c. Old French and Late Latin sequela, meaning "that which follows," the word denotes a consequence or result following an event or action ...
  9. [9]
    [PDF] THE IDEA OF THE SEQUEL: - White Rose eTheses Online
    The task undertaken here necessitates three interrelated procedures, the first of which seeks to produce a widely applicable definition of the word "sequel".
  10. [10]
    [PDF] Building Imaginary Worlds (2012) by Mark J.P. Wolf and Revisiting ...
    An “interquel” is a sequence element that occurs between existing works in a series, while an. “intraquel” is a sequence element that occurs during a gap ...
  11. [11]
  12. [12]
    (PDF) Reboots and Retroactive continuity - Academia.edu
    This paper examines the concepts of reboots and retroactive continuity (retcons) in the context of comic book narratives, particularly focusing on the DC ...
  13. [13]
    The spin‐off as television program form and strategy
    May 18, 2009 · The spin‐off program, defined as “a new program derived from an existing one, usually through the appropriation of characters, “ has been used ...Missing: source | Show results with:source
  14. [14]
    [PDF] 6359_Herbert and Verevis.indd - Edinburgh University Press
    As the following chapters show, the reboot relates to many different, related forms of cinema, such as the remake, the sequel, the series and so on, and ...
  15. [15]
    None
    Below is a merged summary of the information from all provided segments on film remakes. To retain all details in a dense and organized manner, I will use a combination of narrative text for overarching definitions, distinctions, and motivations, followed by a table in CSV format for key examples and useful URLs. This approach ensures comprehensive coverage while maintaining clarity and accessibility.
  16. [16]
    Hollywood Remaking: How Film Remakes, Sequels, and Franchises ...
    May 27, 2025 · On the broadest conceptual level, remakes are said to be innovative reproductions that 'create new economic and cultural value from already ...
  17. [17]
    [PDF] Vergil's Aeneid: The Cornerstone of Roman Identity
    It is impossible to read the Aeneid without noticing the connection between it and Homer's Iliad and Odyssey. The Aeneid and. Homer's epics form a trifecta ...
  18. [18]
    Virgil and The Aeneid Background - SparkNotes
    The Aeneid shares with the The Iliad and the The Odyssey a tone of ironic tragedy, as characters act against their own wishes, submit their lives to fate, and ...
  19. [19]
    The Aeneid Context | Course Hero
    The Aeneid was modeled after The Odyssey and The Iliad, epic poems written by Greek poet Homer. Like The Odyssey the first six books of The Aeneid describe the ...
  20. [20]
    The Complete Adventures of Robinson Crusoe (3 vol set)
    In stock Free delivery 540-day returnsA three-volume set of the definitive Stoke Newington Editions of Robinson Crusoe. The novels and essays with introductions, line notes, and full ...
  21. [21]
  22. [22]
    How a Ripped-Off Sequel of Don Quixote Predicted Piracy in the ...
    Nov 3, 2017 · An anonymous writer's spinoff of Cervantes' masterpiece showed the peril and potential of new printing technology.
  23. [23]
    The Case of the False Quixote | The New York Public Library
    Apr 22, 2015 · Given the ambiguity of the novel's conclusion, the passage of several years with no sequel, and the lucrative endeavor that a second Quixote ...
  24. [24]
    Serials and Advertising · Charles Dickens: 200 Years of Commerce ...
    Most of Dickens's novels were first published a few chapters at a time in inexpensive monthly installments, a format known as the “book in parts.
  25. [25]
    SERIAL NOVELS WERE THE CRAZE IN THE 19TH CENTURY
    Sep 11, 1994 · Charles Dickens started the 19th-century serial fiction craze when he published “Pickwick Papers” in 20 parts in 19 monthly installments in 1836-37.<|separator|>
  26. [26]
    The Rise of Serialized Fiction and its Humble Beginnings
    Oct 31, 2024 · Serialized fiction has a long and rich history that dates back to the 19th century. Charles Dickens was among the writers who brought this ...
  27. [27]
    7 Ways the Printing Press Changed the World - History.com
    Aug 28, 2019 · The printing press enabled faster, wider knowledge sharing, mass-produced books, and accelerated the Renaissance and scientific progress.
  28. [28]
    The Rise of the Novel and the Agency of Change - UBC Blogs
    Oct 28, 2013 · The printing press had created the ability to transmit text at a rate not possible before, however the novel took this ability and created new ...
  29. [29]
    12.3 Impact of printing on literature and language - Fiveable
    The printing press revolutionized literature and language in the late medieval period. It made books cheaper and more accessible, boosting literacy rates ...
  30. [30]
    How the Printing Press Sparked Literacy and Changed History - SSFP
    The printing press made books more accessible, increased literacy, enabled mass communication, and expanded knowledge, shaping the modern world.Missing: sequels | Show results with:sequels
  31. [31]
    Narrational Reliability in American Motion Picture Serial Cliffhangers ...
    When motion picture serials first emerged in the 1910s, a cliffhanger precedent already existed, both as a compelling tool for intensifying narrative engagement ...
  32. [32]
    Film Serials and the American Cinema, 1910-1940 - Project MUSE
    Dec 17, 2020 · Before the advent of television, cinema offered serialized films as a source of weekly entertainment. This book traces the history from the ...
  33. [33]
    [PDF] film essay for "Flash Gordon" - Library of Congress
    “Flash Gordon” was produced by Universal in 13 weekly episodes, and was filmed at the studio in late 1935 and early 1936 on a budget of approximately $360,000. ...
  34. [34]
    The History of Classic Universal Monsters Movies - LiveAbout
    Jan 7, 2019 · Universal Pictures released influential monster movies in the 1930s-1950s, including Dracula (1931), Frankenstein (1931), The Mummy (1932), and ...
  35. [35]
    Creature Feature – Establishing Shot - IU Blogs
    Oct 25, 2018 · When Universal Pictures released the second of its horror classics, Frankenstein, in November of 1931, no one could have imagined the vast ...
  36. [36]
    Star Trek | Cast, Characters, Synopsis, & Facts - Britannica
    Oct 16, 2025 · Star Trek was created by American writer and producer Gene Roddenberry and chronicles the exploits of the crew of the starship USS Enterprise, ...
  37. [37]
    The History of Dragon Quest - Game Developer
    Dragon Quest continued to proliferate in Japan, with two more sequels ... Dragon Quest VI marks a huge change for the series -- it's the first game to ...
  38. [38]
    History of film - War Years, Post-WWII Trends | Britannica
    Oct 18, 2025 · During the U.S. involvement in World War II, the Hollywood film industry cooperated closely with the government to support its war-aims ...Missing: sequels | Show results with:sequels
  39. [39]
    Are there more movie sequels than there used to be?
    Apr 21, 2024 · Sequels were twice as frequent in the late 1980s than 2010s by production figures, but box office share rose from 11.7% in the 90s to 41.7% ( ...
  40. [40]
    Movie Box Office Charts & Trends – FranchiseRe
    The box office is recovering slowly, down 23% from pre-pandemic levels. Franchise films earn 82.5% of the worldwide box office, while non-franchise films earn ...
  41. [41]
    Marvel Cinematic Universe Franchise Box Office History
    After six days, the sequel is creeping up on $600 million, currently enjoying $590 million in global sales. Although three new wide releases hit movie screens ...The Marvels (2023) · Shang-Chi and the Legend … · Iron Man · Black Widow
  42. [42]
    The 2010s Were the Peak of the Superhero Genre, and Here Are 10 ...
    May 25, 2025 · Too many movies and TV shows oversaturated the market, leaving unsatisfied fans in the 2020s. There are ways to counteract superhero fatigue, ...Missing: impact expectations
  43. [43]
    Is Super Hero Fatigue Real? - The Entertainment Strategy Guy
    Feb 12, 2025 · This is the best argument for superhero fatigue, since as many films with caped crusaders came out in 2023 as 2016, and more than 2018 or 2019.Missing: sources | Show results with:sources
  44. [44]
    Why Nostalgia Rules Hollywood: Reboots, Remakes and Sequels
    Aug 26, 2025 · Hollywood's embrace of hollywood reboots, remakes and sequels reflects deeper cultural needs for comfort and connection in an uncertain world.
  45. [45]
    Lack of original films impair critical thinking, creativity - The State News
    Sep 26, 2025 · Johnston said that the constant addition of sequels, threequels, and prequels dilutes a story's creativity and value, pointing to "Star Wars" ...
  46. [46]
    The Decline of Originality in Hollywood: a Look at the Numbers
    Mar 25, 2025 · Of the top 66 movies to earn at least $100 million domestically in the last three years, 47 (71 percent) were a part of an established franchise ...
  47. [47]
    The sequel syndrome: Is Hollywood out of original ideas?
    Apr 8, 2025 · Hollywood's sequel obsession is stifling originality. Learn how risk aversion, audience habits, and streaming trends are shaping the future ...
  48. [48]
    'If I can change': multigenerational cinematic franchises, retconning ...
    The Rocky saga, created by and starring Sylvester Stallone, has been through various stages of activity and dormancy, success and failure.
  49. [49]
    4.2 On the Political Economy of the Contemporary (Superhero ...
    His dissertation project discusses the media franchises built around recent superhero blockbuster films as examples of a neoliberal popular culture.
  50. [50]
    (PDF) CONTEMPORARY SERIALIZED TELEVISION. - Academia.edu
    This paper explores the evolution and significance of contemporary serialized television, arguing that it surpasses traditional forms of storytelling such ...
  51. [51]
    MMORPG Evolution Analysis from Explorer and Achiever Perspectives
    This study focuses on one aspect of a popular MMORPG: the player's experience of the quest systems of Final Fantasy XIV (FF14).Missing: sequels | Show results with:sequels
  52. [52]
    [PDF] Writing About Comics and Graphic Novels - Duke University
    Comics are easy to recognize but difficult to define. Will Eisner used the term “sequential art” to describe comics, a definition later modified by Scott ...
  53. [53]
    (PDF) Analyzing Ideology and Narratology In Film Series Sequels ...
    This research aims to include analyzes that examine sequels, serials and trilogy on the axis of cinematography and narration.Missing: classification scholarly
  54. [54]
    [PDF] Comic Literature and Graphic Novel Uses in History, Literature, Math ...
    Nov 3, 2022 · In this article, we will discuss modern vehicles of curricular delivery across several academic subjects and argue that time and energy spent ...
  55. [55]
    Transmedia Storytelling
    ### Summary of Transmedia Storytelling Definition and Examples Across Media
  56. [56]
    [PDF] Transmedia Storytelling - MIT Comparative Media Studies/Writing
    Transmedia stories build narrative references into each component (the TV show chapter, the film chapter, the video game chapter, etc.) to direct audiences ...
  57. [57]
    Transmedia narratives, play cultures, and soft canon in tabletop role ...
    Apr 13, 2024 · This article focuses on tabletop role-playing game Dungeons & Dragons to show how play cultures in Singapore are shaped by transmedia storytelling techniques.
  58. [58]
    What is media fragmentation and how to reach today's audiences?
    Media fragmentation creates scattered audiences. Find out how to engage and measure across all channels for better ROI.
  59. [59]
    (PDF) Transmedia Franchising - ResearchGate
    Feb 12, 2021 · The same challenges of drawing audiences face book authors and publishers,. creators of graphic novels, and practitioners working with other ...
  60. [60]
    Robinson Crusoe and Daniel Defoe: The Eighteenth Century (Part I)
    May 4, 2018 · Defoe's first novel (and its sequel, Farther Adventures [1719]) gave rise to the Robinsonade, a microgenre still inspired today by Crusoe's ...Missing: unauthorized 19th
  61. [61]
    List of sequels to Looking Backward - Wikipedia
    This list focuses on works that (to various extents) use the same setting or characters as Looking Backward, and were derived from several sources.
  62. [62]
    [PDF] Unintended Authors: Piracy, Plagiarism and Property in Victorian ...
    Dec 17, 2021 · Five Hundred Years of Printing, for example, depicts the relatively unregulated eighteenth- century book trade in the same morally incensed ...<|separator|>
  63. [63]
    'I think I've written more Sherlock Holmes than even Conan Doyle ...
    Feb 4, 2021 · Arthur Conan Doyle's master detective has been endlessly rewritten. But nearly a century after the author's death, how new writers portray him<|separator|>
  64. [64]
    View of Authorship and authenticity in Sherlock Holmes pastiches
    The fictitious editors of the preface claim to have found a manuscript purporting to be the true account of the death of Sherlock Holmes, written by Dr. Watson.
  65. [65]
    A look at how fan fiction is changing publishing and reading - NPR
    Aug 16, 2025 · NPR's Scott Simon talks with Washington Post reporter Rachel Kurzius about fan fiction, which is changing publishing —from books inspired by ...
  66. [66]
    LibGuides: Copyright Services: Copyright Term and the Public Domain
    Oct 2, 2025 · The work enters the public domain - meaning it belongs to everyone, without restriction. The creator may also decide before the expiration of copyright to ...Missing: sequels | Show results with:sequels
  67. [67]
    Jane Austen fans never let the story end | MPR News
    there are now more than 200 prequels, sequels and adaptations for ...
  68. [68]
    Court Rules Sherlock Holmes is Public Domain - Publishers Weekly
    Dec 30, 2013 · Court Rules Sherlock Holmes is Public Domain ... In a December 23 ruling, Illinois federal judge Ruben Castillo declared that the character of ...Missing: pastiches | Show results with:pastiches
  69. [69]
    UPDATED: Can You Write the Sequel to Someone Else's Book?
    Aug 18, 2009 · Q: For all books that fall under copyright protection, yes, you need to be granted permission by the copyright holder. The holder is typically ...Missing: literary | Show results with:literary
  70. [70]
    Unsanctioned: Sequels To Classic Novels Written By Different Authors
    Aug 27, 2012 · Even when the author's estate actually sanctions these sequels, I will never consider them canon.
  71. [71]
    10 Unofficial Movie Sequels You Never Knew Existed
    Feb 8, 2024 · 10 Alien 2: On Earth (1980) · 9 Zombi 2 (1979) · 8 My Blue Heaven (1990) · 7 Children Of The Living Dead (2001) · 6 Time Of The Apes (1974) · 5 ...
  72. [72]
    Fan-made Doom games - The Doom Wiki at DoomWiki.org
    This article is a list of unofficial Doom-based and Doom-related games and modifications created by fans.
  73. [73]
    Half-Life has a new Halo and Doom-inspired "sequel" set for Steam
    Oct 24, 2022 · Half-Life, the defining FPS game from Valve, has an unofficial sequel inspired by Halo, Doom, and Quake, which the developer is targeting for a Steam release.
  74. [74]
  75. [75]
  76. [76]
    [PDF] Fan Films and Fanworks in the Age of Social Media
    At times, groups of fans have posted cease-and-desist letters online to make others aware of media companies' actions to tamp down on fan films and to ...Missing: contemporary | Show results with:contemporary
  77. [77]
    ScrewedByTheLawyers / Fan Works - TV Tropes
    The Legend of Zelda fan-movie The Hero of Time was prevented distribution by Nintendo via cease-and-desist letter due to their then-refusal to have any of their ...
  78. [78]
    No rights allowed: the strange world of unofficial movie sequels
    Aug 24, 2018 · With the release of Unbroken: Path to Redemption an odd history of unsanctioned sequels, from Never Say Never Again to Titanic II emerges.