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Like any industry, the gaming industry has seen several cycles of expa

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Like any industry, the gaming industry has seen several cycles of expa  [#permalink]

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New Project RC Butler 2019 - Practice 2 RC Passages Everyday
Passage # 225, Date : 24-Jul-2019
This post is a part of New Project RC Butler 2019. Click here for Details


Like any industry, the gaming industry has seen several cycles of expansion and consolidation. In many cases, trends and developments have enabled cagey and successful newcomers to absorb staid stalwarts who lost their edge. But over-expansion and an inability to maintain flexibility have turned the tables on more than one aggressive upstart.

Such was the case with Wizards of the Coast, following a breakout emergence in 1993. Known traditionally as a struggling outfit of gamers with more passion than business experience, Wizards of the Coast in 1993 published the now legendary title Magic: The Gathering and, in the process, rewrote the book on gaming. Combining the popularity of trading cards with a combative pseudo-role-playing game system, Magic spawned the collectible trading card game genre and became a whirlwind success. Sweeping through the related communities of gaming, collectibles, and fandom, the game sold in unprecedented numbers. The drive to win required players to amass decks containing the most powerful and rarest of cards. The card-hoarding mentality drove frenzied sales whenever the rumor of a new card's release spread across the budding Internet communities.

The trading card business flourished as many in the target market found themselves moving into professional careers with dramatically increased disposable income. Flush with cash, Wizards of the Coast sought acquisitions and, in 1997, acquired TSR, the famed owner of Dungeons and Dragons. This classic game was not only responsible for the rise of the modern social gaming market but was still the genre's most popular title. Spread thin and across many product lines, TSR had become a victim of its own success, unwilling to return to core product lines after diversifying into novels, video games, and even Saturday morning cartoons. TSR came at a discount and the management of Wizards immediately began making tough decisions and culling dead product areas.

Concurrently, Wizards' own expansion continued as a series of retail stores and clubs opened, providing places for players of Magic and other games to gather and play. Elaborate plans were made to re-launch much of the Dungeons and Dragons line in a new series of books and player aids. Finally, in 1999, old-school corporate America arrived in the form of Hasbro, which acquired Wizards at a phenomenal premium. For ownership of a company that was piling success upon success, however, no price seemed too high.

Unfortunately, a number of facts conspired to reverse the meteoric rise and bring about a gradual, painful descent. The seemingly inexhaustible interest in increasingly elaborate trading card games waned, and even the core offerings of Magic and Pokemon lost their excitement. The "dot-com" crash played its role in the decline since much of the fast-climbing IT profession, long a center of gaming and collectibles, found itself on hard times. Traditional role-playing gamers were disturbed by the push to release revised versions of Dungeons and Dragons and balked at several high-profile and high-budget launches. Soon Wizards' retail stores were closing and, in 2003, even its massive Seattle flagship store was forced to close. Today, Wizards of the Coast continues as a subsidiary of Hasbro, marketing to the more serious hobbyist gamer rather than to the casual game buyer. Ironically, its major income sources are now the various Dungeons and Dragons titles acquired years ago from then-struggling TSR.

01. According to the passage, the struggles of Wizards of the Coast could best be seen as

A. not uncommon among game companies.
B. significantly more extreme than those faced by other game companies.
C. effectively identical to those faced by TSR.
D. a sign of the times during the "dot-com" crash.
E. the direct result of inexperienced management.



2. The tone of this passage could best be summarized as:

A. ambivalent
B. optimistic
C. revisionary
D. disparaging
E. cautionary



3. According to the information in the passage, at the time of its acquisition by Wizards of the Coast, TSR had been involved with all of the following products EXCEPT:

A.Saturday morning cartoons
B. Role-playing games
C. Collectible trading card games
D. Works of fiction
E. Video games


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Originally posted by LordStark on 08 Sep 2018, 05:35.
Last edited by SajjadAhmad on 24 Jul 2019, 09:00, edited 2 times in total.
Updated.
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New post 08 Sep 2018, 05:39
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One question to experts. How relevant are these tone questions now in GMAT?
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New post 10 Oct 2018, 12:19
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Re: Like any industry, the gaming industry has seen several cycles of expa  [#permalink]

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New post 11 Oct 2018, 20:02
Quote:
2. The tone of this passage could best be summarized as:

A. ambivalent
B. optimistic
C. revisionary
D. disparaging
E. cautionary


This is a good question. Actually If you read the passage you will notice that author is telling us about the trend in gaming industry. He takes an example of "Wizards of the Coast" to explain what happened to this company.

Option A,B,D are clearly out of scope.

In Between C and E, C sounds good as author's tone is certainly not cautious.Neither he ,at any point in the passage, intents to show us that he is indeed trying to convey a word of caution.

So IMO C.
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Re: Like any industry, the gaming industry has seen several cycles of expa  [#permalink]

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New post 13 Oct 2018, 01:32
I´m a little bit confused about the answer options for question 2. Those are completely mixed up. Is the right answer "revisionary"??
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Re: Like any industry, the gaming industry has seen several cycles of expa  [#permalink]

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New post 13 Oct 2018, 07:05
PeepalTree wrote:
jHue wrote:
I´m a little bit confused about the answer options for question 2. Those are completely mixed up. Is the right answer "revisionary"??

Answer is optimistic

Wouldn't revisionary be the right answer?

The tone doesn't look optimistic.
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New post 14 Jan 2019, 03:54
3
I solved this question in Veritas test today,the OA to Q2 is E.Here's the OE:

Correct Answer: E

The overall tone of this passage is concerned, and perhaps slightly saddened, by the failure of Wizards of the Coast. Answer choice (A), "ambivalent," means uncaring or lacking an opinion, which does not fit the tone of the passage. Neither does "optimistic" in answer choice (B). "Revisionary" implies a change or challenge to the generally accepted viewpoint, and since we have no information about how this passage may or may not agree with other opinions, (C) is incorrect. (D), "disparaging," means harshly critical, which does not match the tone of the passage. Answer choice (E), "cautionary," fits the tone of mild concern and is the correct answer.
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Re: Like any industry, the gaming industry has seen several cycles of expa  [#permalink]

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New post 22 Jul 2019, 23:22
GMATNinja, GMATNinjaTwo @Veritasprepkarishma
I cannot understand how the tone of the passage can be cautionary. The author seems slightly saddened by the failure of The Wizards of the Coasts, but the passage does't serve as a warning to anything.
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New post 24 Jul 2019, 09:01
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New post 24 Jul 2019, 13:55
For question 3 where does it tell about "Role-playing games"?
Can anyone please explain.
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New post 24 Jul 2019, 22:14
please help me with question 1
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New post 24 Jul 2019, 23:48
1) A. not uncommon among game companies = common
In first paragraph the auther says that more than one company was needed to become agressive upstart because it couldn't deal with changes and
become flexible

2nd paragraph 1st line - Such was the case with Wizards of the Coast

2) E. cautionary
Unfortunately - last paragraph says about more pissimistic author's view, other optitions I delited by ellumination

3) C. Collectible trading card games

Combining the popularity of trading cards (Wizards) with a combative pseudo-role-playing game system (Dragons)
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Like any industry, the gaming industry has seen several cycles of expa  [#permalink]

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New post 29 Jul 2019, 11:27
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Official Explanation


All rights reserved under Veritas prep
This solution follows the laws of fair use to criticise or analyse the content purchased by one of the consumers

I'm seriously not happy with the solution of Q3 But these are the official solution
01. According to the passage, the struggles of Wizards of the Coast could best be seen as

A. not uncommon among game companies.
B. significantly more extreme than those faced by other game companies.
C. effectively identical to those faced by TSR.
D. a sign of the times during the "dot-com" crash.
E. the direct result of inexperienced management.
Correct Answer: A

The description in the first paragraph implies that cyclical up-and-down periods are common in the gaming industry, and the transition at the start of the second paragraph indicates that the situation faced by Wizards was typical. Answer choice (A), then, is the best answer choice. The remaining answer choices are not supported by the information contained within the passage


2. The tone of this passage could best be summarized as:

A. ambivalent
B. optimistic
C. revisionary
D. disparaging
E. cautionary
Correct Answer: E

The overall tone of this passage is concerned, and perhaps slightly saddened, by the failure of Wizards of the Coast. Answer choice (A), "ambivalent," means uncaring or lacking an opinion, which does not fit the tone of the passage. Neither does "optimistic" in answer choice (B). "Revisionary" implies a change or challenge to the generally accepted viewpoint, and since we have no information about how this passage may or may not agree with other opinions, (C) is incorrect. (D), "disparaging," means harshly critical, which does not match the tone of the passage. Answer choice (E), "cautionary," fits the tone of mild concern and is the correct answer.

3. According to the information in the passage, at the time of its acquisition by Wizards of the Coast, TSR had been involved with all of the following products EXCEPT:

A.Saturday morning cartoons
B. Role-playing games
C. Collectible trading card games
D. Works of fiction
E. Video games
Correct Answer: C

While the passage does discuss trading card games at great length, it never does so in connection with TSR. Answer choice (C) is, therefore, the exception, and the correct answer.




SajjadAhmad I've posted solution of all thequestions
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Re: Like any industry, the gaming industry has seen several cycles of expa  [#permalink]

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New post 01 Aug 2019, 23:33
All correct except Q3 within 8 mins, including 5 mins 20 seconds to read.

3. According to the information in the passage, at the time of its acquisition by Wizards of the Coast, TSR had been involved with all of the following products EXCEPT:

A.Saturday morning cartoons - incorrect
B. Role-playing games
C. Collectible trading card games
D. Works of fiction- incorrect
E. Video games - incorrect

TSR had become a victim of its own success, unwilling to return to core product lines after diversifying into novels, video games, and even Saturday morning cartoons.

I was down to options B and C. How do we eliminate option b?

Traditional role-playing gamers were disturbed by the push to release revised versions of Dungeons and Dragons and balked at several high-profile and high-budget launches. --- Can we infer it based on this statement?

AjiteshArun , GMATNinja , MagooshExpert , GMATGuruNY , VeritasPrepBrian , MartyTargetTestPrep , DmitryFarber , VeritasKarishma , generis , jennpt , VeritasPrepErika , other experts - please enlighten
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Re: Like any industry, the gaming industry has seen several cycles of expa  [#permalink]

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New post 01 Aug 2019, 23:52
Skywalker18 wrote:
I was down to options B and C. How do we eliminate option b?

Traditional role-playing gamers were disturbed by the push to release revised versions of Dungeons and Dragons and balked at several high-profile and high-budget launches. --- Can we infer it based on this statement?
I think you're right. That seems to be the only thing that links "role-playing" with TSR. I couldn't see anything that links TSR to "collectible trading card games", so that helps.
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New post 02 Aug 2019, 05:58
Skywalker18 wrote:
All correct except Q3 within 8 mins, including 5 mins 20 seconds to read.

3. According to the information in the passage, at the time of its acquisition by Wizards of the Coast, TSR had been involved with all of the following products EXCEPT:

A.Saturday morning cartoons - incorrect
B. Role-playing games
C. Collectible trading card games
D. Works of fiction- incorrect
E. Video games - incorrect

TSR had become a victim of its own success, unwilling to return to core product lines after diversifying into novels, video games, and even Saturday morning cartoons.

I was down to options B and C. How do we eliminate option b?

Traditional role-playing gamers were disturbed by the push to release revised versions of Dungeons and Dragons and balked at several high-profile and high-budget launches. --- Can we infer it based on this statement?

AjiteshArun , GMATNinja , MagooshExpert , GMATGuruNY , VeritasPrepBrian , MartyTargetTestPrep , DmitryFarber , VeritasKarishma , generis , jennpt , VeritasPrepErika , other experts - please enlighten


The core business of TSR was related to whatever Dungeons and Dragons was - a role playing game or a trading card game.
Even if you don't know D&D at all, there are enough clues in the passage to tell you that it was a role playing game.

"The seemingly inexhaustible interest in increasingly elaborate trading card games waned,"
... Traditional role-playing gamers were disturbed by the push to release revised versions of Dungeons and Dragons
... its major income sources are now the various Dungeons and Dragons titles acquired years ago

Interest in trading card games waned and now D&D is a major source of income. So apparently, D&D was not a trading card game.

Answer (C)
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New post 05 Aug 2019, 04:29
Leaving the tricky questions apart..I am surprised by the length. 544 words. I read somewhere that GMAT passages are normally 350 words..make it 370-385..but 544 is lil too much in my eyes. and after all this reading - just 3 questions. what do you guys think ?
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New post 06 Aug 2019, 00:47
biyania wrote:
Leaving the tricky questions apart..I am surprised by the length. 544 words. I read somewhere that GMAT passages are normally 350 words..make it 370-385..but 544 is lil too much in my eyes. and after all this reading - just 3 questions. what do you guys think ?


Ah yes, a long tricky passage is a nightmare, but be prepared for anything!
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New post 23 Aug 2019, 07:41
I don't understand how the tone of the passage could be CAUTIONARY?
It could be unhappy/concerning.
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Re: Like any industry, the gaming industry has seen several cycles of expa   [#permalink] 23 Aug 2019, 07:41
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