I dunno, I've been telling my friends this for years.
Chess doesn't have a story; obviously it doesn't need one, people have been playing for centuries without one.
A good game is a good game because the people playing it are creating the story as they play. An expositional narrative within that game limits the players' ability to create their own story.
A game with a very detailed and robust story is enjoyable the first time you play it, but more because it's like vaguely, indirectly interacting with a movie or novel. It may contain a "wow factor" that will interest you, but you'll ask for a sequel or move on to a new game soon.
Super Mario Bros didn't have a story: you made the story. The Legend of Zelda: it is dangerous to go alone, take this. But you didn't have to. Your decision to grab it was part of the story you were creating. A cutscene that showed you taking the sword might be really neat the first time you see it, but you don't play a second time (or enjoy it as much, if you do) in the same way that a lot of times movies or novels only need to be experienced once.
I've worked on games in the past on the independent level, and I usually endeavored to compare what I was doing to chess, the king of games. If it would make chess less fun, if it seems like it would make people not play chess as often, then it's probably not a good idea if you're trying to make a true game as opposed to a "pseudo-interactive film experience."
It's just my opinion, but it's an opinion that stands up to inspection. I think it's something people should consider, and I think Kojima also understands my opinion (and shares it) in his own way.