First Quote Added
April 10, 2026
Latest Quote Added
"Very Serious Thinkers are still churning out hacky columns using this dumb binary of "big" vs. "small" government. I saw an ad for The Economist bemoaning the unfortunate necessity of "big government" during the coronavirus crisis. As though the specifics of context and what that government is doing and who it benefits is secondary to some abstract notion of "size. The more relevant divide is "good government vs. bad," or "smart vs. stupid/sadistic.""
"I know there have been some encouraging signs. I think people have come a long way even since I started cartooning-I mean, gay marriage wasn't legal when I started. I think our collective vocabulary for social justice issues has improved over time. So on a cultural level, we've made some progress. That keeps me going. I've had people tell me that I've radicalized their teenage daughters. But a lot of what I'm doing shouldn't even be considered radical."
"I’ve always been interested in politics, but when I first got out of college I just wanted to have fun and do non-political work. What happened was the Bush vs Gore election and the Supreme Court [decision]. That was the event that really shocked me into starting to do political cartoons. It was just so outrageous at the time. Then 9/11 and the Iraq War. I prefer doing a mix of straightforward political cartoons and more cultural cartoons about trends and facial hair and things like that. Now I feel silly doing a strip about beards. [laughs] Maybe things will calm down and I can go back to doing cartoons about facial hair. As time went on and politics became more and more dire, that’s what really sent me down that path. Also I started picking up more and more clients that are explicitly political, like dailkos and The Progressive Magazine and once in a while The Nation will run a cartoon. That pushed me in a more political direction as well."
"With all this talk of immigrants assimilating (or not assimilating) into "our culture," it's often implied that said culture is white and Christian. But if you consider that America is, in fact, a highly diverse nation of immigrants, the true outliers seem to be those who view the nation as a monolithic body resembling themselves. If anything, it is these folks who have not fully integrated, and who reject American values."
"Every so often, something happens that reminds you viscerally of the supremely unfair, amoral nature of the universe. For me, the death of Molly Ivins was one of those things. A genuinely funny woman with whom I agreed more consistently than perhaps any other pundit, Molly was often a source of inspiration to me. Her columns planted the seed for more than one Slowpoke cartoon."
"In my opinion, the EPA's lie to New Yorkers that the air was safe to breathe after 9/11 it was not was one of the worst when its own scientists suggested it was not was one of the worst crimes of the entire Bush era."
"being opposed to poisoning humanity does not make one an elitist. Many progressives swallow the "liberal elite" narrative themselves, reproducing the right-wing frame. I call this participating in your own disempowerment."
"My goal with 'Slowpoke' is to present a solidly-written piece of humor that usually entails some form of social or political commentary exposing distinctly ludicrous aspects of American life."
"Once upon a time, the U.S. government was distinct from the private sector. It seems almost quaint now, but elected officials actually tried to protect the public good and maintain a degree of ethics in the marketplace. Now, corruption is de riguer for even well-meaning politicians. If you ask me, the only way out of our current system of legalized bribery is with 100% publicly-financed elections. Compared to the Iraq War, this reform would cost nothing. And it might help us avoid such wars in the future."
"It's appalling how the puritanically correct in this country fixate on homosexuality to the exclusion of grave moral issues like the suffering of innocents in Iraq."
"I, for one, think good political cartoons retain their value for decades. You can learn a lot from those old "Doonesbury" books. I might add that we cartoonists who lambasted the Bush administration from the beginning have been proven more accurate than most of the highly-paid gasbags you see on television. Historians and television producers, please take note."
"[Editing has] been a real learning experience. I think it makes you a better writer. Suddenly viewing things from that editor’s perspective it makes you aware of so much. I guess I like it. I feel like years of doing comic strips and constantly having to simplify them to fit everything into four little panels has given me tools to look at a piece and cut out excessive verbiage and to get things as concise as possible. It has been really interesting suddenly wearing the editor’s hat and realizing how involved an editor’s job is and how many details they have to keep track of. It’s certainly made me more sympathetic to editors. We cartoonists like to complain about them, but it is a tough job."
"I’m doing a lot of worrying about humanity destroying itself these days. I think it is an important role of a political cartoonist. I think sometimes it’s probably more acute than others. It’s something that’s hard to deal with sometimes. Right now I find that these aren’t really funny times. There are ludicrous characters and you can make fun of Trump and these ridiculous nominees, but at the same time I don’t want to normalize him. I find myself not even wanting to draw him. I mean, I do and I will, but I don’t want to treat him like any other President. I’ve been struggling with that. How to be humorous at a time when things are just very serious. I guess what I wind up doing is somewhat darker humor, darker cartoons, and more informative cartoons that say, this is what’s happening, can you believe it? With the Bush administration things were terrible and there were definitely some dark times, but I felt like you could make fun of Bush for being a buffoon and the implications just weren’t quite as grave. It’s a different time now."
"Print media started collapsing in the mid-2000s. When I first started out, it seemed like alternative news weeklies were the future of newspapers. It was a booming industry. It was a product of the nineties and that nineties mentality. At the time, I had a day job at the University of Virginia and I was sending my strip out and picked up one paper here and another paper there very gradually. I was building up a client list and then that fateful day where Village Voice Media dropped comics across the entire chain. I was actually spared the worst of that. I think I was just in the Village Voice at the time, but that was a big loss. Not that the pay was all that great, but it had been my goal to get into that paper. At the time I really wasn’t sure whether I would be able to continue, but then dailykos came along and picked up a bunch of alt weekly cartoonists and breathed some life into our industry online. They did really well on dailykos they were shared a lot and got good traffic and I think it set a precedent. Not that it was the first home for political cartoons online, but something about dailykos at that moment turned the tide a bit. A few more websites started running political cartoons – and paying fairly for them. People started realizing that they were highly shareable and that they could do well online. I’ll add that print has stabilized. At least it had stabilized under the second Obama administration. I actually added papers during that time. I wouldn’t say this is a growth industry. I think it would be very hard to break into now, but I did get the sense that print media had stabilized and some papers were doing okay. For me it’s really a hybrid now between print and digital. Certainly the digital side of things has grown the most in the past few years."
"When I first started out I wasn’t even really political. I just wanted to do surreal R. Crumb-ish comics. In the early days, I wanted to be as weird as possible. In the late nineties, in alt-weeklies, it seemed like we lived in times that allowed for absurdist humor. That would feel a little more frivolous now. Over time I feel like I have a greater sense of urgency to make a point and to tell the truth. Hopefully in an amusing way. I’m not trying to be as weird as I possibly can. I think I’m trying to make things a little simpler now, and more accessible."
"I'm also tired of being called a "radical," a word that even many otherwise-astute progressives apply to themselves. Since when is it radical to not want mercury in my tuna salad? Or to have an aversion to killing tens of thousands of innocent civilians unnecessarily? I'm the normal person here. The people running the country are the off-the-meter nutballs."
"Not too long after the Iraq War began, I read an article that quoted a Hummer "patriotic." I guess that's what counts as sacrifice for the war effort these days: driving an overpriced, gas-sucking monstrosity that resembles a military vehicle. I'm sure the troops appreciated this show of solidarity."
"Understanding Comics author Scott McCloud says we identify with stylized characters like Charlie Brown more than with photorealistic ones. I agree, especially when it comes to CGI animation and video games. Give me Mario and Luigi in the chunky, two-dimensional mushroom kingdom any day."
"It must be nice to live in a world where the truth is whatever you want it to be. In addition to the former oil lobbyist's edits shown in the first panel, the Bush administration also watered down a 2005 G8 statement on global warming. One of the changes was the deletion of the opening statement, "Our world is warming." Global warming is a perfect example of something often treated as a "liberal" issue, one side of a two-sided argument. But it's not, unless you're pro-drowning the people of Tuvalu."
"Exactly two months after marrying my wife, Jennifer, and just six weeks into my job as the First District's Congressman, I was given unexpected and rather shocking news. Just like millions of other Americans, I was told by my doctor: you have cancer. After prayers and long talks with those closest to me, I was determined to fight it like hell."
"I tend to think about my life in terms of games. "This is the Aquaria point of my life." "This is the Spelunky point of my life." As to what [Spelunky] actually represents — what does that time mean to me — I think: coming more into my own, as a game developer, and figuring out how it was I want to work exactly. I feel like I learned a lot with Aquaria, and I'm super proud of that game, but Spelunky was where I feel like I hit my stride."
"Everything in Spelunky was designed with a similar sensibility, where we're trying to draw out the personality of each area, of each monster, from very simple actions and things that they do. And when they all come together, you get this complexity that's very interesting, and that makes every time you play in this randomized environment fun— because you start to see — over time — all the different patterns that can arise. [...] That's the emergent gameplay that comes out of it."
"As game designers, we naturally gravitate towards order, because we create rules, and we create systems, and we create structure. And those are all things that belong to this idea of order. [...] And so, I think it makes complete sense that as game designers, we would embrace order, and we would be very attracted to things like "balance", things like "elegance" in game design. [But] more recently — and maybe a big part of this is my experience with Spelunky — I've started to rethink that a little bit. And I've started to think more about chaos as the defining trait of game design. Or at least that's something that really appeals to me right now— this idea that we're not creating these ordered systems, but we're creating chaos for the player to find order in."
"To make a world feel really real and immersive, you have to take a step back. And you have to try not to guide the player so much — and show them everything — because that is the fun part about games— discovering things on [your] own, making [your] own mistakes. That's what gives the games meaning. When I feel like someone has their hand on my shoulder, and they're just pushing me around, I feel like I'm losing a lot of the meaning of games, which is that joy of discovery."
"Now that Spelunky is done, what I feel most of all is a sense that I'm part of an even bigger puzzle that includes the people [who] influenced me, the players who play Spelunky, and whomever Spelunky has influenced in turn. [...] In the end, isn't that why we create things? Not just for the power of putting something into existence, but to connect with people and be part of the conversation that is human history. To have something that speaks for us when we're not speaking and even after we're gone."
"One of the most fun things about games is learning. It's learning the game and getting that knowledge for yourself about this little world. The only way you can really do that is by figuring it out yourself. If the game tells me something before I get a chance to learn it myself: 1) that's really annoying, but 2) it robs [me] of that experience."
"This is a straight-up religious problem: the idea of the player and the developer. Because I think [for] some developers, creating a game, it's a little universe— they don't want to be a part of that universe. They want the player to play and just experience the universe as created, and not be involved. And then, I think there are other developers [who] do want you to know "Hey— I designed this! My fingerprints are all over this." And then, there are players [who] I think want to play games basically as the "atheists" of that game world— where they want to just experience the world as-is, with all of its flaws and all of its ugly warts. And then, there are players who play, and because they know that there is a designer behind all of it, they want to basically pray to that deity of the universe to change it for them! [...] I think it has to do with fundamental differences in the way different designers want their game to be experienced, and also fundamental differences between different players and how they want to treat that relationship between the player of the game world and the designer."
"The business model of arcades— I don't know how it will be replicated ever again, but it created such an interesting category of games, just based on the unique features of it. And I think it's one of the few places where the business model of the arcades really forced this type of design that was— I call it "lean and explosive". [I say] "lean" because you have to push players along to the interesting parts of the game as quickly as possible. And you just don't see that in modern gaming and modern game development. [...] And I say "explosive" because they don't save anything for the end. The experiences are quite short: to play through an arcade game, it's 30 minutes to an hour, tops, for the longer arcade games. And you don't want to save anything for the end because players are renting the game a quarter at a time. And so, starting with Stage 1, you've got to put it all out on the table, while still — in the later parts of the game — giving people something to look forward to. And I think that has been very influential on Spelunky 1 and 2, and it's just a type of design I really enjoy."
"I've found that there are three types of games that pique my interest: games I want to make, games I want to have made, and games I'm good at making. [...] The ideas with the most potential (to be finished, at least) fall into all three categories and also satisfy the requirement "I have the time and resources to actually make this"."
"Feeling stuck? Push forward. Start working on the next level, the next enemy, the next whatever. Not only is it helpful for motivational purposes, but you want to get a sense for how your whole game will play out. Just like writing— you don't want to go through it sentence by sentence, making sure every sentence is perfect before you move on. Get an outline down."
"The most important thing to know about video game development and schooling is that no one, whether it's an indie studio or big company, cares about degrees. How could it, when some of its most prominent members are drop-outs or never-beens?"
"The more I play and create games, the less convinced I am that the difficulty of games should be thought of in terms of a linear or exponential ramp upwards where, as the player gets stronger, you need to make the opposition increase proportionally in strength. [...] While some form of escalation certainly feels good in a challenging game, [there's] something futile and perhaps nihilistic about endlessly cranking a single knob that goes from easy to hard. Rather, I believe it makes more sense to think about difficulty in terms of the game's overall pacing. Difficulty should ebb and flow, and make room for other aspects of play."
"A degree is a piece of paper that says you can do something in theory— game developers want to know that you have enough passion to do real work, regardless of whether you're being graded on it. And if you're thinking of going indie, it won't matter what other people think— you'll simply need that passion to succeed or else you won't."
"There's a certain glee [among game developers like Bennett and me] from players feeling frustrated and disappointed. And it's not because we dislike players. It's actually because we really care about players, and these are emotions that you need to feel to have a well-rounded human experience in a video game."
"That might be the core of game design to me— making connections from every part of the game to every other part of the game. [...] I think it's been really fun to be able to do Spelunky Classic, Spelunky HD, and now, Spelunky 2. And it really feels to me like seeing the evolution of a lot of our favorite childhood franchises and seeing how they've grown up, and being inspired by that."
"The key to making a challenging game that's not frustrating is to give the player all of the tools that they need to overcome the challenge— and never make it the game's fault that they lost. [...] Roguelikes give you lots of those tools, so even though they're really tough, it's always fun."
"Not that there's anything wrong with wanting challenge for the sake of challenge, but it does make things that much more confusing when people are trying to evaluate spiky games. Again: the difficulty is only one part of the equation— it's the "heat" part of spicy food. I don't eat spicy food to feel pain, but the pain wakes me up— and it's the gateway to interesting flavors that you can't find anywhere else. The flavor is what makes spicy food good, and it gets easier and easier to withstand the heat the more you experience it."
"I focus as much on the process of making games as the games themselves, because I have the experience now to know how hard game-making is at any level. I don't just make a game because I want to make the game; I make it because it's also the right time to make it and the right people are around to help me make it. I never assume that a game is going to get made out of sheer will. A lot of the decisions that you make in the conceptual phase will either help you or haunt you, once the development starts."
"Mario made more sense to me, thinking about it as an "athletic game". Even little details like Charging Chuck— there are just random sports characters that are in the Mario universe. And the fact that — at the end of a Super Mario World level — there's that bar that goes up and down, and you're trying to hit it— it kind of feels like hurdles. The fact that there is a timer in the game. [...] It all comes together to make each Mario level feel almost like a race where you can also explore."
"Miyamoto and Tezuka, at least when they were designing the early Mario games— I've seen interviews where they describe the genre that Mario is in — and that they're working in — not as platformers but as "athletic games". [...] When I read that, that really changed the way I saw these games— and I feel like it captures the spirit of them much better than "platformer". Even the platformers that Mario has inspired afterwards don't feel as much like "athletic games" [as] the Mario series itself. And one of the iconic Mario songs by Koji Kondo is called "Athletic Theme", which plays into that."
"Spiky games are often thought of as "punishing", but the difficulty — while it's an important part of the design ethos — is in service of the goal, rather than the goal itself. The real goal is to put the player in a state of focus about the game— and to really care about what they're doing at any given moment. [...] Winning or finishing the game is not the main goal of a spiky game, even if that's ultimately what [the player is] working toward."
"Ultimately, that's what makes the most interesting game that we can make— if it's not just what players are expecting or what players want the game to be. [...] I would like people to feel strongly about it. I think that's the most important thing for me— whether it's love it, or not like it, or have conflicting feelings about certain parts of the game. I want the game to have its own personality, and that personality is the personality of the team making it."
"Video games are an artform that's so limitless. In making a game, a big part of the process is putting these limiters on the game itself, so you can actually finish. And I think feedback is a great way to figure out what those limiters should be. It's a way to scope and rescope your game."
"Unsurprisingly, not everybody likes spiky games! [They're] like bitter or spicy food— [they're] an acquired taste that you have to build up. [...] It can be hard for people who don't like spicy food to understand why spicy-food fans love it so much. If you're just starting out on your spicy-food journey, you can't taste the flavor— just the heat and the pain. Similarly, spiky games generate a lot of enthusiasm from their fans, but for people who aren't there yet, they can just seem hard."
"I think about making art, in general, as a dialogue. That's what it is, in the end— you're expressing yourself, and your audience gets their chance to express themselves. And especially with video games — it being interactive and it being software — it really is a continuing conversation— very directly now, and very literally. [...] In this moment, it is a conversation, as well as being this long-running conversation throughout history."
"A lot of design decisions that end up having a big effect on the gameplay start as thematic decisions. [...] It's like in chess, how the knight is the only piece that jumps, and that just makes sense-- you're on a horse, and the horse can leap. Those kinds of links-- they're things that game developers think about a lot, and it's not just a bunch of abstract rules. It matters what the game is about story-wise, character-wise, et cetera."
"No matter how built up you are [in any Spelunky game] and how powerful you are, there is always that slight chance that it could all be over. It's exciting. It's not done enough in games— especially in modern games. [...] Real life is a huge inspiration for me, in terms of how real life works. We're trying to move towards "realism" in terms of graphics and things like that, but it's stuff like instant deaths that I think are more connected to real life from an interactive standpoint, which is what games are all about."
"I've started to think of myself, personally, as a "work in progress" that will never reach completion— but in order to keep progressing, I have to release games. [...] You're releasing a game, but you yourself are not "done". And so, I think that takes some of the pressure off for me— to think about things that way. And in general— to think about art and life as this cyclic thing, because you're going to keep going and make more things, so just put out what you've got and do the best you can. It's not a final judgment of you, as a person and an artist, when you release a game."
"The best metric for scoping a project is not technical skill, but the scope of the previous games you've finished!"
"This won't be your only chance to say something through your art. It's not even your only chance to relay this exact idea— after all, finishing a game doesn't mean you [can't] remake it later (or put out a sequel)! My advice is to abandon the goal of making an objectively great game. Instead, focus on making the best game you can at the time and find joy in your personal growth."