Former NoA Employee Says Staff Were Scolded Over U.S. Casual Game Sales
A former Nintendo of America employee said staff were chided in meetings for not selling as many casual games as Europe, highlighting regional sales pressure and internal workplace strain.

Kit Ellis, a former Nintendo of America employee, said on social media that NoA staff were sometimes scolded in internal meetings for failing to match Nintendo of Europe’s sales on casual, expanded-audience titles. “Interestingly, this is the type of game where NOE often sells more than NOA. We'd often be chided in meetings and asked why we couldn't sell more casual games as well as they did,” Ellis wrote in a post tied to discussion of the new Switch entry Tomodachi Life: Living the Dream.
Ellis worked at Nintendo of America from 2009 to 2022 and is best known for creating and hosting Nintendo Minute. He has also been identified in coverage as the former head of social influencer content at NoA. His remark surfaced alongside a social-media comparison showing official announcement posts for Tomodachi Life generating tens of thousands of likes in Japan and the U.S., while similar posts from Europe drew a much smaller share of engagement.
The exchange underscored a persistent mismatch between social engagement and regional sales for some casual franchises. Nintendo’s official figure for the original Tomodachi Life on 3DS is more than 6.7 million copies worldwide, while a third-party tracker lists 5.8 million. At one referenced snapshot, that tracker showed about 2.65 million sales in Europe versus roughly 1 million in North America. Coverage notes the discrepancy and presents both tallies rather than reconciling them.
Ellis’ account places marketing and sales pressure squarely inside NoA meetings. For employees who worked on or supported expanded-audience titles, that can mean heightened scrutiny of performance metrics and regional strategies. Marketing priorities, localization decisions and community engagement efforts can become arenas where teams are publicly compared and internally questioned, which affects morale for staff responsible for those outcomes.
The comment arrived amid broader reporting about workplace tensions at Nintendo of America involving contractors and part-time workers. Coverage of a National Labor Relations Board complaint dated April 15 alleged that NoA and a recruiting firm violated an employee’s right to organize; Nintendo’s publicly reported response said the worker “was a contractor who was previously terminated for the disclosure of confidential information.” Former staff accounts also describe divisions between associates and full-time employees. “I really started to feel a lot of resentment because of the huge disparity between us associates and the actual NOA employees... It was extremely demoralizing to me,” a former chat consumer services representative identified as Melissa said. Temporary workers have described feeling like second-class staff; Jelena Džamonja said, “They want to control you like you’re full-time, but not treat you like a full-time worker.”
For NoA employees, Ellis’ post is a reminder that regional sales dynamics can translate into direct workplace pressure. For readers, the episode highlights two linked issues: how public-facing engagement metrics interact with internal performance conversations, and how broader labor and contractor concerns shape daily life for those who build and support Nintendo’s business. Expect scrutiny over regional sales data and any company response to continue as the Tomodachi Life release cycle and related workplace coverage unfold.
Know something we missed? Have a correction or additional information?
Submit a Tip

