MS did need to communicate the business models to game dev, preferably enough time before launch,
otherwise xbox one would only have small amount of game title at launch.
That's to big AAA companies that use and pay for, full Xbox developer kits. Indie developers don't, they use the software tools, like XNA, to make a game and just push it out to the store. They just need to software, not the hardware, they're games also don't cost millions to make and 2 years of time either.
It's been said a few times already, the clues are there but people want to deny them. First off we know that they're not going to split the game stores in two like they have on the 360. There is no longer going to be XBLA and XBLIG section. ALL games will be in ONE store. Second, Xbox is now a part of BUILD, MS's big developer event, it's never been a part of any developer event outside of a few small demos of XNA years ago. It doesn't take a rocket scientist to see that what they're going to do is copy the same Windows Store and Windows Phone Store model on the Xbox One. That means you get your nice free Visual Studio express for Xbox One SDK, you pay whatever store fee you have to pay, and you send in a game. Of course the game has to pass their tests but that's nothing new.
Now, that works perfectly for indie games, I've seen lots of them on Windows 8 and WP8 already. Any game on those platforms without the Xbox Live branding is a indie game. Now what does it take to become a Xbox Live game and not just a indie game? I don't know how it works on Windows 8 and WP so I can't say. But those aren't thought of as indie games anyways.