Link: WorthPlaying, GamaSutra Interview
Let me see if I'm reading this correctly. XNA Studio will be Visual Studio 2005 Team System, plus the DirectX SDK, plus tools like PIX and some extra libraries and support for a "universal" asset file format called XIF. XNA Studio is meant to be a one-size-all tool for all members of a development team.
So here are my questions:
1) What kind of financial hit are we going to be seeing? Visual Studio isn't exactly cheap. Most studios barely have enough licenses for their developers. Given that the art tools generally run a good $5000+ per desktop, can you really see cash-strapped developers spending an additional $1500 per desktop just so that their artists can handle asset management? I can't.
2) Are we going to be forced to use XIF, or can we write our own view plugins to natively support our own file formats? So far, Microsoft does not have a winning track record with 3D file formats. What's the last retail game you can mention that shipped using the .X file format? Hell, at home, I just wrote a .MD2 loader in VB. In games, you quickly find that for your content people to do their best work, it's best just to work with their native format and convert where necessary.
3) Are you going to keep Visual Basic 2005 and C# 2005 in XNA Studio?
4) You say that you're targeting the "bedroom developer" as well. Just remember that bedroom developers are running on sub-4-digit budgets, not 4+-digit budgets.