I would say XNA has some concept that are more complicated, but then they're more flexible, not simply the difference between being more OOP orientated or more procedural.
I personally love the OOP approach and find C# to be quite liberating.
When it comes to 3D manipulation, I think there's more work to be done in XNA. For things like cameras you'll be thinking of world matrices, view matrices and projection matrices, plus other mathematical concepts people using DGDK don't have to worry about. Now it sounds like I'm trying to make XNA sound difficult, but it isn't, I'd just say it's more complex and suits people differently, hence I wouldn't compare the two.
Quote: "Then again, if you're hyperconcerned about ease-of-use, I hear thet The Clickteam (Another Europe-based game creation software company - does all good game creation software come from Europe? )has a new XNA exporter for their line of products... Maybe TGC should follow suit?"
I did not know that. I started game creation on Clickteam software, so it'd be a step backwards, but that's cool. He's another fun Clickteam fact, one of the game demos with The Games Factory, Zeb, you'll see Lee Bamber's name in the credits.
I think it'd be neat to see XNA compatibility within TGC products, I am not sure how viable it is for them to do that, not necessarily in terms of coding, but I mean in terms of resources and what their priorities are as a business - I know at the moment their flagship is AppGameKit, so they're more focused on the mobile market, which I think is a sensible move, but seem to be playing with the idea of updating the 'Dark' side of things with a new product.