The article here, found circulating Twitter, talks about how XNA is effectively dead now. It continues to wail about how because Silverlight and WPF are “gone,” nobody should trust Microsoft enough to bother learning Windows 8’s new SDKs (IE pack it in, we’re sticking to Windows 7 or leaving for “greener” pastures).
First point of contention here: the Xbox aspects of XNA are alive and well on Win8 as MoLIVE, and C# is still available for app development. MoLIVE allows you to avoid GfWL (great, it was terrible) and use the language of your choice (C#, JS, or C++). Alternatively, if you refuse to change your codebase for XNA you can port it to MonoGame and get it to run on even more platforms than Win7/Win8Metro with a tiny bit of work (iOS, Android, Bastion was ported this way from XBLA). That said, if you bother to learn Windows Runtime (the API/SDK for Windows 8) then you will be able to easily port your app to run on ARM devices for Windows 8 RT, or on phones running Windows Mobile 8 (it’s not hard to surmise the strategy here of unifying the underlying dev experience).
The second point here then is that while “Silverlight” and “WPF” are gone, their underlying tech of XAML is very much alive in Windows Runtime. Unlike Silverlight or WPF though, you can opt out of XAML and do your own thing with another library, like Scaleform. You’ll lose out on some of the benefits of XAML for UI, but this may allow you to more easily port from other platforms (such as the Xbox).
Those points aside, game developers should take a hard look at whether they are being stupid by not using middleware that can isolate them from this sort of thing. I would think that something like Unity that allows development of gameplay code in C#- or JS-like syntax cross-platform, that has tons of plug-ins and assets available for purchase or for customizing, would be seen as yet another route to take to lower the burden on indies.