Interview with Arnie Katz
by
Jonathan
Ratcliffe




We've got an interview with fellow fandom friend, writer, and electronic gaming fan, Arnie Katz! We thank him for taking the time out of his busy schedule to answer these questions.


Game Mag: Hi Mr. Katz. I know that you've had a career at EGM2 magazine with Fandom Central. What did this job involve exactly?

Arnie Katz: My participation in EGM2 consisted solely of producing the monthly fanzine review column. I am under an exclusive contract to Sendai in the field of interactive electronic entertainment newsstand magazines, and the column was simply part of my responsibilities.

My method for doing that - or any other - fanzine review column is to get the stack of recently arrived fanzines and start reading. I go through a bunch of them and pick out a half-dozen or so that seem especially appropriate for the column.

Among the factors I consider are the quality of the zine, the scope of its editorial content and when (if ever) I have previously reviewed it. I've always tried to walk the line between spotlighting the best zines and giving as many as possible space in the column.


GM: Do you know any members of the EGM or EGM2 staff?

AK: I have met most of the people who work for Sendai, but remember, I am based in Las Vegas. That means I don't see the people at headquarters too often.

GM: I see. Anyhow, what about other types of fandom? Aren't you involved in Sci-Fi fandom a great deal in addition to EG fandom?

AK: The answer needs some explanation, but you're essentially right. I encountered science fiction fandom at 17. Actually, my buddy Lenny Bailes (a noted computer author and consultant in the Bay Area now) and I knew that SF fandom existed, but we didn't know how to get in touch. We published our notion of what a fanzine might be, and we got some publicity in the prozine letter columns.

It was a terrible fanzine, fully as awful as the worst that cross my desk today. As we hoped, SF fans contacted us and brought us in from the cold.

One of the first things I discovered about SF fandom - and this is the difference between most of the other publishing fandoms - is that the scope of discussion has widened considerably from the first fanzines in 1930.

SF fandom has gone from discussing the stories to discussing the ideas in the stories to discussing any ideas at all. There is even a segment of SF fan publishing called fannish fandom, which does zines largely concerned with people, situations, events, doings, and history of fandom itself.

Currently, I am one of the co-editors of Wild Heirs, a more or less monthly fanzine devoted to humor, fandom, and the lives and times of its editors. The same bunch does a roughly quarterly zine called Heirlooms, which reprints classic fan stuff.

I lost track a long time ago, but I've probably edited about a thousand fanzines. When I outlined the concept of electronic gaming fandom seven years ago in VG&CE, I obviously drew on my own experience with amateur publishing. I would never want to "guide" EG fandom into becoming a clone of any other group, but there are basic ideas and attitudes that cut across ALL publishing fandoms.


GM: A thousand fanzines? Sounds like you've been a very busy individual.

Yes, I agree that there are basic ideas and attitudes. It seems to me that EG fandom is much different than it was two years ago when I began publishing Game Mag (the paper version). Ideas have changed and most of EG fandom has matured, in my opinion. Are there any major changes you've seen SF fandom endure? What about EG fandom?

AK: Granted, that's a lot of fanzines. I've been producing them since 1963, though, so I've had time to roll up an impressive count. Frankly, the quality is more important than the quantity, but I was trying to give some idea of the scope of my participation.

I'm fascinated by fanhistory, so I've watched the development of electronic gaming fandom with special interest. I think you're right that the last couple of years have seen some significant changes, but I would suggest that EG fandom is still in its (comparative) infancy - and that many more changes lie ahead.

I've tried hard to resist the impulse to "guide" EG fandom into what I see as more productive channels. It is your hobby, and you fans shouldn't let any pro - even a well meaning guy like me - control the development of your fandom. EG fandom has taken the first steps toward becoming a unique subculture, and I would hate to see any would-be secret master tamper with its natural development.

Direct comparison of SF and EG fandoms is difficult, because the former is so much older than the latter. SF fandom has had seven decades to work up to its elaborate subculture context. It has traditions, institutions and varieties still unknown to EG-dom.

The biggest change I've noticed in EG fandom in recent years is its growing sophistication. The subject matter, once confined to strictly games, has now widened to include other subjects. EG fans used to gafiate when they got tired of writing about cartridges, but now some have started expressing other interests in their zines.


GM: Yes, I agree that it's sophistication is growing at a rapid rate. I've noticed the changes in my short two-year involvement. It seems, though, that you have a much fuller understanding of what fandom is about and what it has become from day one. You seem to be correct when stating that you shouldn't try to "guide" EG fandom into something else. Natural development is probably for the best of things, and changing what it currently is may be the wrong way to go about things. Since you've experienced a great deal more than any of us, would you care to tell me about some of the most interesting people you've met? What have been your most enjoyable times and events since you got involved in 1963?

AK: I'm not sure how interesting such reminiscences about other fandoms might be to participants in electronic gaming fandom, but I'm happy to oblige. You can always cut the long-winded nostalgia short if those memories get too sticky (I'm currently readying a booklet of fan memoirs of the 1963-1970 period for those wo can stand 80 pages of unadulterated me-me-me).

The most important thing is that I grew up in fandom. I was the typical teenage fanzine publisher when I started, unsocial, awkward - and more than a bit of a big-mouth know-it-all (so what has changed you ask?).

I can't get too outrages by EG fandom's blowhards, even when they wish me death and dismemberment. I can see the connection between me-then and them-now. I can only hope that fandom will have the same rehabilitative effect on such square pegs in 1996 as it did on me three decades ago.

What I enjoy most about fandom are community and continuity. There are two metaphors for fandom that I especially like.

One is that fandom is a parade. You can watch as it passes, turn aside and do something else, or join. And when you join it, you're part of a long, connected line of fans that stretches as far as the eye can see, both ahead and behind. I know nearly as much about what it was to be a fan in the early '40s in Los Angeles or in the late '50s in New York City as I do about current Las Vegas fanzine fandom. Sixty-five years of SF fanzines have left an enduring record of achievements and foibles.

The other metaphor is that fandom is a tribe. The people I've met in fandom are like my family, my blood brothers and sisters. We've traveled together for most of my life. We've fussed occasionally, and we've kissed and made up like families do. When I walk into Corflu (the annual convention for SF fanzine fans), it feels like home. It's been amazing how diverse, often rambunctious fans coalesce into a comfortable, yet exhilarating social unit, no matter how long and how far they have been separated.

The difference between pro and fan writing is simple. As a pro, I'm standing on stage in Madison Square Garden, entertaining a huge, anonymous audience. When I'm doing fan stuff, it's like entertaining (and being entertained by) a bunch of friends in a cozy living room. The key to fandom is not a few subscriptions or an ad from a software company, it's interaction among fans.

Wild Heirs gets 30-40 letters per issue, plus tradezines and contributions of art and writing. That's what keeps me writing and editing fanzines.


GM: That's amazing in the way in which you make fandom easy to understand with those simple, descriptive metaphors. I have a question to ask you, although I'm sure you've been asked more than enough times. Anyone who has been a fan of your writing has noticed that Fandom Central has made an abrupt disappearance from EGM2. Can you explain a bit more about this situation? How about the plans for Escapade on the WWW?

AK: As you know, I used to do two fanzine review columns for Sendai Publications magazines. One stopped when Electronic Games became Fusion and I was asked by the publisher to discontinue it. The other column, which started in Computer Gaming World and moved to EGM2, became a casualty of extensive redesigns.

Within the last couple of weeks, however, I've started review fanzines for a new on-line area called Escapade. It's an electronic gaming magazine on-line produced by Rich Heimlich and Russ Ceccola, two names that should be well-known to most fans. After a little convincing, they agreed to back my effort to review fanzines and provide a channel for those who are not yet fans to contact the hobby.

My current intention is to put 2-4 reviews up every week. This will result in more fanzines getting covered than in the two printed columns put together.

I hope fans will support this column by sending me fanzines for review. My address remains: 330 S. Decatur, Suite 152, Las Vegas, NV 89107.


GM:I'm pretty excited to see how Escapade turns out on the WWW. I'm sorry to see your previous fanzine review columns go, though. I've read your works in VG&CE for years, until it's end that is. It was unfortunate to see it go as well.

To tell you the truth, I don't know of Rich Heimlich or Russ Ceccola. Can you tell me who they are and what they have done?

AK: Russ Ceccola has been an active writer and reviewer in the electronic gaming field for some years. Rich Heimlich runs a very large quality assurance company and has written a regular column, "The Heimlich Maneuver," for several years. That column, and most of Russ' EG journalism, is now found on Escapade.

GM: Oh, I see. Being that this is a video game fanzine, I must, of course, ask a video game-related question. Ok, do you play video games yourself now? If so, how often? I know you must be incredibly busy with all you do.

AK: Yes, indeed, I do play video games, though a lot of the time I spend is in conjunction with professional activities. That's one of the things I surrendered when I decided to try to make a living out of my interest for electronic gaming; it's no longer a hobby-time when I pick up the controller.

Since I'll be you're going to ask, sports and first-person shooters are my current favorites, though I like everything pretty well, except for those endless fighting games. I think the reason for that is that I seldom get to stick with one game very long, before moving onto the next title up for review, so I didn't develop the close personal relationships that seem to add so much to the enjoyment of fighting games like MK and SF.


GM: And finally, can you tell me a bit about your family?

AK: So you want the personal scoop, the real-life inside lowdown on Arnie Katz? I'm not sure why, but it's almost impossible to stop a writer from prattling on about himself. You have been warned.

I'm the older of two sons of a couple that immigrated to the US prior to World War II. I was born in Brooklyn and grew up in New Hyde Park on Long Island. I went to the University of Buffalo, also the alma mater of Fusion's Jer Horwitz, and Brooklyn College Graduate School.

While a student, I worked for company that edited a line of science fiction and fantasy magazines. After graduation, I took a job as an editorial assistant at a trade magazine, Quick Frozen Foods, for a scintillating $100 a week.

I progressed as a trade editor, particularly after moving to Hartcourt Brace. After Bill Kunkel and I started writing about video games in 1978, I concocted the idea of a video and computer gaming magazine. I became editor and assistant publisher for Electronic Games, the first magazine of its type in the world.

I've worked on the design of about two-dozen games, mostly sports and adventures. To fill in the odd hours, I do consulting, host a monthly seminar on AOL, and pursue various other professional activities.

Joyce Worley and I will celebrate our 25th anniversary this month. We now live in Las Vegas, after a long period of lovely Brooklyn Heights. We picked Glitter City because of the climate, life-style, and cost-of-living.

Joyce and I don't have children, but we support and ornery yellow cat named Slugger, who terrorizes our friends. Joyce also feeds about three suspiciously well-groomed "strays" who meow at the back door.

Our large-ish ranch-style home is crammed with books, games, and collectibles. My interests, apart from gaming, center on publishing fanzines, reading, hanging with friends, watching videos and movies, and various collectibles. Currently, I spend most of my gaming time, apart from work, as a manager in a statistical simulation baseball league.


GM: Well, it's been great hearing from you. You've noted some things of high interest to me, and hopefully to others that have read your literary works over the years. Thank you for taking the time from your schedule for this interview. It's been an honor.







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