In a rare and candid statement from a high-ranking executive, EA Japan General Manager Shaun Noguchi has publicly criticized Microsoft’s recent wave of layoffs and game cancellations, calling them “harmful to the industry” and emblematic of a growing disconnect between creative development and corporate expectations.
Noguchi’s comments, shared via social media and later expanded upon in interviews, address the fallout from Microsoft’s controversial restructuring efforts earlier this year, which resulted in over 9,000 job losses across Xbox Game Studios, ZeniMax, and Activision Blizzard. Several high-profile game cancellations including Everwild and the long-troubled Perfect Dark reboot also occurred, despite some of these projects having been in development for nearly a decade.
“We Should Let Games Finish”
Noguchi expressed deep concern over the abrupt end to years-long creative efforts, stating:
“Even if it doesn’t meet expectations, something that’s been built over 7-10 years should at least be released. That experience is meaningful to players and the teams who worked on them.”
While he acknowledged that his views were personal and not representative of EA as a whole, Noguchi didn’t shy away from criticizing what he sees as a growing industry trend—prioritizing short-term shareholder returns at the expense of long-term creative development.
A Japanese Perspective on Layoffs
Noguchi also offered cultural context, noting that in Japan, the term “restructure” is not a vague euphemism but is explicitly understood to mean layoffs a practice that carries heavy emotional and societal consequences. Unlike in Western regions where corporate restructuring and downsizing are often seen as unfortunate but routine, Japan’s employment culture traditionally favours stability and long-term commitment to teams and projects.
“This culture of ‘cut your losses quickly’ is rooted in financial models that reward speed over craftsmanship,” Noguchi said. “But games are not just numbers. They’re made by people, and they deserve the chance to reach players.”
Frustration With the “Short-Term Results” Mentality
Noguchi’s criticism extended beyond the human toll, pointing to the creative implications of scrapping projects that have consumed massive time, talent, and resources. He warned that such decisions could stunt innovation in an industry increasingly reliant on safe bets, sequels, and live-service models.
The demand for quarterly results, he argues, discourages the risk-taking necessary to birth new IPs and evolve game design. “The industry can’t survive on only what’s profitable now,” he said. “We have to invest in what might matter later.”
A Widening Rift in Development Philosophy
Noguchi’s remarks strike at a growing divide in global game development. While Japanese studios often emphasize long-term development cycles and team loyalty, Western studios especially those tied to publicly traded publishers are increasingly beholden to shareholders and quick performance metrics. The result is a landscape where even promising or ambitious projects can be cut down before they’ve had a fair chance.
Microsoft leadership has defended its decisions, saying the restructuring was necessary to align the company with long-term strategic goals. Xbox head Phil Spencer has stated that “the Xbox business has never been stronger,” citing record Game Pass engagement and a robust upcoming lineup.
But Noguchi’s message is clear: numbers on a balance sheet don’t always reflect the real cost to creativity, morale, and talent retention.
Industry Response
While few major executives have directly echoed Noguchi’s criticisms, many developers and commentators have voiced support for his stance. Social media responses from indie developers and AAA veterans alike have lauded his willingness to speak out against what some call “a ruthless and unsustainable model” for big-budget game development.
Even former Microsoft and Xbox employees have expressed quiet agreement, noting how crushing it is to see years of work vanish with the stroke of an executive pen.
What Happens Next?
Noguchi’s comments may not reverse any of Microsoft’s decisions, but they’ve sparked an important conversation about the sustainability of AAA development in an increasingly volatile market. As layoffs and project cancellations become more common across the industry, pressure may mount on major publishers to reconsider how they treat long-term investments and the people behind them.
For now, Noguchi is one of the few voices at the executive level speaking frankly about what these business decisions mean on a human and creative level. Whether others will follow remains to be seen.
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One response to “EA Japan GM Criticizes Microsoft Layoffs and Game Cancellations as Harmful to the Industry”
That’s a bit rich coming from EA — the company that shut down Westwood (Command & Conquer), Bullfrog (Theme Hospital, Syndicate), Origin (Ultima, Wing Commander), Mythic (Dark Age of Camelot), Maxis (SimCity, Spore), and Visceral (Dead Space, Project Ragtag) — all after acquiring them and either bleeding them dry or killing projects mid-development.
They buried Titanfall, sabotaged Anthem with rushed dev cycles, cancelled NBA Live four times, and gave us FIFA Ultimate Team instead of innovation. Let’s not forget they cancelled Mass Effect: Andromeda’s story DLC and said single-player was dead — right before single-player games boomed again.
EA practically wrote the playbook on creative abandonment, studio gutting, and franchise neglect. If Microsoft’s being reckless now, EA’s been doing it for decades.
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