Dr_Asik, on 07 October 2012 - 20:23, said:
XNA and SharpDX have totally different goals. The purpose of XNA is to provide a complete game development framework including asset management, networking, deployment, etc., for students and hobbyists, and abstract away the hardware differences between platforms as much as possible. The purpose of SharpDX is only to provide a fast managed wrapper around DirectX: it's every bit as complex and powerful as the original API, and yet it doesn't cover half the scope of what XNA does.
So, they different tools serving different purposes. That XNA uses Direct3D 9 under the cover is not much of an issue to its target users. Plus that will all change as the open-source MonoGame implementation will use SharpDX to support Windows 8.
What networking does XNA offer beside Game for Windows Live, which was a short-lived cancer and thankfully, has almost completely passed away?
Yes, XNA simplifies things a little. I used it for my degree project and it was nice. But other than the content pipelines, it really has little purpose. If you want to focus on content creation, use a made engine such as Unity or UDK. If you wish to learn engine development, invest the [little] extra time and learn a more encompassing framework. In the long run, the so called advantages of XNA are minor and unimportant.
I used XNA because when I was developing my project, I wanted to use C# and there were only XNA and Managed DX, and the latter was a mess.