This thread was posted in 2008 before the release of Skyward Sword and even before anyone knew of the game's title. In the time period between then and now, Miyamoto has stuck to his word and tried to discourage a larger role for story in Zelda games. Eiji Aonuma, however, has been persistent in adding additional layering to story in Zelda games. Although he first worked on Ocarina of Time, his first major project where he stood at the operation helm was Majora's Mask. Never before had every character throughout the game been so involved in the overarching story. Extensive information was provided regarding every persona in even the most minor of sidequests. Though this increased emphasis on story was slightly down toned in the later Wind Waker and Twilight Princess, it continued to exist. The example of Link's grandmother as well as The King of Red Lions in The Wind Waker and Midna in Twilight Princess are perfect examples of this. There was a subtlety about these character's facial expressions, words, and actions that added so much to the story. Never have I felt a moment so poignant as when Link's grandmother weeps at the start of Wind Waker, Daphnes dies in the encounter with Ganondorf, or Midna leaves Link behind forever for the world of the Twilight.
Zelda has never been a franchise where story particularly mattered and it's been better because of this. The original game thrust the player head first into a forest crawling with enemies, puzzles, and secrets. Zelda II did nothing to ease that sense of mystery, wonder, and confusion. A Link to the Past provided more story as well as guidance, however, it remained minimal. With Link's Awakening, we saw the beginning of characters who bloomed into something more and the player was inclined to care for. With Ocarina of Time, the perfect mix between gameplay and story was found. Nintendo's philosophy has always been, "Gameplay first, story second". It's not necessarily a philosophy I agree with all the time, however, I do respect it. Ocarina of Time kept story to a bare minimum with a collection quest, Zelda runs away to avoid being kidnapped twist, another collection quest, and a final showdown with Ganondorf at the end. Even with such minimal character development, however, you couldn't help but care for the characters. Meeting Saria in the Sacred Meadow for the first time as an adult, still brings a smile to my face. Seeing Darunia leave to take on Volvagia with the words that he may never return made me shiver. A complex storyline for Zelda was never needed to establish a personal connection. Miyamoto was right in his thesis all along.
With Skyward Sword especially the problem of a more complex story begins to appear in a new light. Skyward Sword simply did not execute its story. Ghirahim was an excellent, creepy, and well developed character; Fi found a string with scientific minded players; Zelda took on a new role in the story completely with incessant appearances with her companion Zelda. I did not care for the other characters, however. With the exception of maybe some humorous bits with the Kikwi or Ancient Robots, I found myself largely glancing over the relatively minor characters. And why should I have cared about them? There was no imminent danger to them in Majora's Mask, their actions, word,s and facial expressions showed relatively little concern for my quest, and new ones kept appearing before I was acquainted with the old. this was simply overdoing it. Nintendo went a little over the roof with Twilight Princess before, however, Skyward Sword escalated this problem into nothing short of a killing spree. Some complexity in Zelda is appreciated, however, when the series has gone too far in development, disaster has come of it. Complexity and simplicity are not mutually exclusive, however, both should be used in greater moderation in the future.