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RaeRae asks an animation studio for one original story while numbered sequels and remakes pile up

RaeRae Rants · Animation · The Sequel Factory

Please Make a New Animated Movie Before the Number Four Develops Feelings

Remake. Reimagining. Legacy sequel. Part II. Part III. Live-action version. Streaming spin-off. Villain origin story. At this point the only unexplored Disney kingdom is the one where an executive sees a blank page and does not immediately suffer a medical emergency.

I do not hate sequels. I hate the assumption that every successful ending is merely a lobby where we wait for the next franchise appointment.

A complete story is not abandoned intellectual property

Some stories end. The villain is defeated. The family heals. The toys accept change. The heroine finds her way home. That emotional completion is not a production problem requiring another film.

A sequel earns its existence when the original ending creates a new question. That does not earn it because the first movie sold pajamas.

Too many franchise continuations reverse completed growth so the character can relearn a familiar lesson, introduce a secret relative, expand a mythology that was elegant because it was small, or move the cast into a louder version of the same conflict. We learn more facts and care less. That is a bad trade.

Live action is the strangest sequel of all

A shot-for-shot or near-identical remake is effectively a sequel to the brand rather than the story. Its narrative contribution is often “remember this, but with pores.” Animation’s shapes, colors, timing, and impossible movement are replaced by a realism filter, while enormous amounts of digital animation hide beneath the label “live action.”

The 2026 Moana arrived only ten years after the original, while that original remained the most-watched movie on Disney+. The audience had not forgotten it. Children had not lost access to it. The remake was competing with a living movie and asking familiarity to impersonate demand.

Its weak opening was not an audience failing to understand Moana. That may have been the audience understanding perfectly that it already had Moana.

Nostalgia has become development

Nostalgia used to be one ingredient. Now studios build the whole meal around it. The business logic is obvious, and I am still bored.

Studios know how to price recognition. A familiar silhouette lowers promotional risk. A known song can sell a trailer before anyone explains the plot. Merchandising already has shelf space. Investors can model the audience using yesterday’s receipts.

An original story offers none of that comfort. That must teach us its rules, introduce a face we do not already love, and survive the possibility that people will take time to discover it. That is also how every “safe” classic began.

Original does not mean culturally vague

The answer is not another generic princess floating in a context-free fantasy blender. New stories can be more specific, not less. Let artists tell stories rooted in Vietnamese, Ghanaian, Filipino, Māori, Mexican, Indian, Appalachian, Arab, Korean, Caribbean, and Indigenous worlds without first attaching them to a seventy-year-old European title.

Hire the consultants, musicians, historians, language experts, designers, and community artists currently being used to authenticate remakes. Then give them authorship, authority, and a blank page.

If audiences can learn the rules of superheroes, multiverses, Jedi orders, elemental kingdoms, and twelve versions of time travel, they can learn a new myth.

Children deserve their own nostalgia

Every generation deserves the movie adults initially do not recognize. The weird one. The risky one. The box-office disappointment that becomes beloved ten years later. The visual experiment that changes animation. The heroine whose dress has not already been manufactured in six previous fabrics.

When corporations endlessly recycle our childhoods, children lose room to form their own. That bothers me more than another bad remake review ever could.

I want to walk into a theater without knowing which chorus will arrive. I want concept art that is not solving how to make a cartoon animal’s face obey mammalian anatomy. I want a villain with no discourse inherited from 1959. I want animators asked what they can invent instead of how faithfully they can reproduce a scene another crew already perfected.

Disney, I remember the old movies. That is precisely why you do not need to make them again.

My extremely reasonable demand

For every remake, fund an original animated feature at the same level. For every third sequel, finance two first films. Let successful directors graduate into new worlds instead of becoming permanent caretakers of old ones. Market original animation like an event, not a charitable side project placed between franchise quarters.

I am not asking the castle to burn down. I am asking somebody inside it to open a blank sketchbook.

What sequels can do better than the original

A sequel is not automatically creative bankruptcy. A second film can follow consequences that the original had no room to examine. Characters may discover that winning a revolution does not teach anyone how to govern, restoring a family does not erase years of damage, and saving a magical world does not solve the ordinary work of living inside it. A continuation earns attention when the previous ending creates a real new problem instead of leaving a brand-shaped parking space.

Toy Story 2 works because Woody’s fear of being discarded grows naturally from being a toy. The film does not simply repeat Sid with a larger explosion. Jessie changes the emotional question by showing what long-term abandonment looks like, and Woody must choose between protected immortality and the vulnerable relationships that gave his life meaning. The sequel expands the original idea rather than treating the original plot as a reusable mold.

A franchise can also change genre. One film may be a rescue adventure, while another becomes a family drama, political story, mystery, or road movie. Returning characters give viewers a stable emotional center while the new genre tests a different part of them. Studios usually choose louder repetition because repetition is easier to sell in a trailer. Creative continuity requires confidence that audiences remember personalities, not merely catchphrases and costumes.

The number becomes a contract with the audience

Adding a number to a title tells viewers that previous attachment matters. The studio is borrowing emotional value created by earlier artists. That loan creates an obligation. A continuation should respect completed growth, remember the rules of the world, and offer a conflict that could not have happened before. Resetting a character to the beginning may create easy jokes, but the reset also tells fans that development was temporary packaging.

Franchise fatigue grows when every ending becomes provisional. A sacrifice may be reversed, a villain may return, a romance may be broken for another reconciliation, and a magical system may receive exceptions until no rule carries weight. Viewers learn not to grieve, celebrate, or trust closure because the next release can reopen anything that sold well. The franchise gains flexibility and loses emotional consequence.

The danger reaches beyond one series. When the largest studios reserve prime release dates, marketing budgets, and theater screens for familiar brands, original animation competes under worse conditions. Executives later compare the smaller original opening against the heavily promoted sequel and call the result proof that audiences reject new ideas. The experiment was never fair. Recognition received months of trailers, retail partnerships, talk-show appearances, and a soundtrack everybody already knew.

Animation becomes invisible inside “live action”

The remake cycle also distorts how studios talk about craft. Photoreal animals, impossible environments, digital crowds, simulated water, and altered performances require enormous animation teams. Marketing still presents the finished movie as a graduation from animation into reality. The language suggests that drawing or stylization was a childish first draft while photoreal digital work is the mature form.

That hierarchy misses the point of animation. A hand-drawn or stylized character can stretch, pause, transform, and communicate through shapes that no physical body could reproduce. Color can follow emotion instead of lighting physics. Backgrounds can become memory, fear, or music. Rebuilding the same scene with realistic fur may increase technical complexity while reducing the visual idea that made the scene memorable.

Animators deserve projects that ask what the medium can invent. Reproduction can involve astonishing skill, but a pipeline devoted to copying an older film limits the questions that artists are allowed to answer. Imagine giving the same workforce permission to design a new creature, culture, movement language, or world. The industry already possesses the talent. Corporate risk management decides where that talent spends five years.

Why the business keeps choosing familiar stories

Studios do not pursue franchises because every executive lacks imagination. Large animated features employ hundreds of people and cost enormous amounts to make and market. A familiar title helps secure financing, distribution, merchandising, and international attention. Corporate leaders are rewarded for predictable returns, while a failed original can damage careers. The structure makes fear rational for each decision-maker even when the total result makes the industry creatively weaker.

Streaming intensified the problem by turning recognizable titles into retention tools. A sequel can push viewers toward the older catalog, support themed collections, and keep a character active across toys, games, parks, and short-form videos. A new film begins with no library behind it. Financial logic explains the pattern, but explanation does not make the pattern healthy. A forest planted with one profitable tree becomes vulnerable no matter how strong that tree looks this quarter.

Audiences also participate. Fans complain about repetition and still buy opening-weekend tickets because they love the characters. Parents choose a known property because a family outing is expensive and familiarity lowers the risk of a miserable afternoon. Critics cover remakes because recognizable titles attract readers. Every individual choice can make sense while the combined market tells studios to avoid the blank page.

Original animation needs more than permission

Funding one original feature is not enough if the studio treats the release like an experiment scheduled to fail. New worlds need patient marketing that teaches audiences why the characters matter. Trailers should explain the emotional promise rather than hiding every unfamiliar detail. Merchandising can help children build attachment before release. Theatrical windows should give word of mouth time to grow instead of declaring failure after one weekend.

Studios also need development systems that protect unusual ideas from being polished into sameness. A story rooted in a specific culture should keep writers, designers, musicians, and directors from that culture in positions with decision-making power. Consultants cannot rescue a project after executives have converted every sharp detail into a generic global product. Specificity is the reason a new world can compete with nostalgia.

Success should include more than immediate box office. Some animated films build audiences through home viewing, school screenings, international release, or years of recommendation. A company that owns a long-term library should understand long-term value better than anyone. Declaring every original a failure unless the opening matches a thirty-year franchise guarantees that no new franchise will survive infancy.

A believable future for animation

The industry does not need to ban sequels or shame families for wanting familiar characters. The healthier system spreads risk. A profitable continuation can finance an original feature. Experienced franchise directors can mentor first-time filmmakers. Studios can preserve a beloved property without scheduling another installment before the current story has found an ending. Success becomes a source of creative room instead of a reason to close every door except one.

Fans can ask a simple question when another numbered title appears: what new story requires these characters? A good answer may involve age, consequence, a changed society, or a relationship the original could only begin. “People recognize the logo” is a business answer, not a story answer. The audience deserves both kinds of planning because buying a ticket supports an industry as well as one evening.

My demand remains practical, not nostalgic for some imaginary era when every movie was original. Animation has always adapted folklore, books, comics, and earlier films. The problem is not borrowing. The problem is narrowing. A medium capable of showing anything should not spend its richest years proving that one successful ending can be reopened until the number beside the title develops a résumé.

Receipts

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