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In the earliest video games, the player typically controlled the movements of a simple icon on the screen. But in newer video games, players often control the movements of detailed human figures- a feature possible because of the greater technical sophistication of these games. It is hard for players to identify with these figures, since the players can see that the figures represent other people. Thus, in this respect the technical sophistication of the newer video games often makes them less compelling to players.

Notes
early games, simple icon
new games, tech made human fig.
human fig. —> hard to ID
(C) tech —> less compelling

Analysis
The author first shares with us the difference between old games and new games. He tells us that compared to simple icons, the “detail human figures” made possible by the new technology isn’t great. Why? Because players find difficulty in identifying with the figures. As such, he argues that technological sophistication lowers the compelling factor in games.Hm, from a pre-thinking stance, when I first approached this problem I figured that: the author seems to believe that identifying with a figure is what defines the “it” factor for a game.

Let’s see what we’ve got.

The conclusion of the argument can be properly drawn if which one of the following is assumed?

(A) There are no newer, more technically sophisticated video games in which the player controls the movements of a simple icon on the screen.
This answer choice brings in the alternate universe that we don’t care about. So what if there are no other games out there with simple icons? We care about whether technological advancement LOWERS compelling factor.

(B) Most early video games in which the player controlled a simple icon on the screen were in other respects less compelling to players than newer video games.
OK….well, this is just the opposite of what the author is saying. He discuss the icons only. We can disregard the “other [less compelling] respects”!

(C) The technical sophistication necessary for creating detailed human figures in video games cannot in itself make those video games fully compelling even to players who identify with those figures.
Hm…this sounds OK. Let’s leave this is….not sure what it really means yet. So (C) says technology needed to make human figures cannot make in itself (???) compelling even if players DO identify with them. Huh? OK, so what if we said: Technology CAN make games fully compelling…even to players who identify with those figures. I’m not sure I like the “fully compelling” part. But still stumped by the meaning here. Also, the stimulus discuses players “who cannot identify”….not those who do identify. We’re discussing the wrong group here. This "opposing group assumption" is definitely something I need to watch out for!

(D) When players cannot easily identify with the figure or icon whose movements they control in a video game, they usually find that game less compelling than it otherwise would be.
Ah, this sounds like my original pre-think. But what about (C)? Let’s move on first. If players can’t identify with figure/icon, then they find that game less compelling….

Negated: If players CAN identify with figure, then they find the game less compelling. Well, this doesn’t discuss the technological sophistication piece? But if they CAN identify with the figure….then does technology lower the “it” factor? Nope.

(E) If some aspect of a video game's technical sophistication makes it less compelling to players, then that video game contains a human figure with whom it is difficult for players to identify.
This is definitely a reverse logic answer. Nope. We can’t know for sure that the non-compelling factor is the human figures!
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Conclusion: Technical Sophistication -> Less compelling games
Support: Technical Sophistication -> Less Identifiable

This is a classic Necessary/Sufficient Conditional
Less Identifiable(Necessary) -> Less compelling(Sufficient)

Pre-thought Assumption: So, for a game to be more compelling the player need to identify with the character in the game

(A) There are no newer, more technically sophisticated video games in which the player controls the movements of a simple icon on the screen.
Not really needed. We are no way concerned about newer ones. Irrelevant at best
(B) Most early video games in which the player controlled a simple icon on the screen were in other respects less compelling to players than newer video games.
We are looking for reasons why New ones are less compelling not the early ones. Irrelevant
(C) The technical sophistication necessary for creating detailed human figures in video games cannot in itself make those video games fully compelling even to players who identify with those figures.
Mmm.. This says that the Technical Sophistication cannot make those Games compelling even to those players who identify with those figures. At best this is a neutral statement not causing any impact on the argument at hand
(D) When players cannot easily identify with the figure or icon whose movements they control in a video game, they usually find that game less compelling than it otherwise would be.
This is in line with the assumption I thought-of above
(E) If some aspect of a video game's technical sophistication makes it less compelling to players, then that video game contains a human figure with whom it is difficult for players to identify
This need not be necessarily true. Actual this option is the reversal of the required Conditional expression

D is our answer
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