Ok, now I've got to the Hilia Lake and found the message in the bottle. I have a couple of comments so far...
I can see why Zelda games are the father of all the sandbox games. This game, and maybe the previous ones, are designed, to some extent, to get you lost. Why am I saying this?
1) right after getting out of the lake I ran into the owl and asked me ¿what are you doing? he offered me to take me back to Hirule casttle
2) since I refused I was able to find the bottle with the messade of the princess which had a PS asking "please dont tell my dad". I supposed I had to rescue her in those conditions and maybe build some connection with her, right? WRONG!
At that point I decided to save and come here. (Hey, I am not doing this that often. Right after this week, I may have the chance to play on saturdays a couple of hours and come here and update this blog, so please be patient). When I read the guide I see that you should ignore the princess PS and take the letter to the king of the Zoras.
The game is designed to get you lost, but there are only some specific actions that would allow you to move on with the story. Prior to that, I followed the Gorons king advice and climbed up the mountain to meet that fairy. But I couldn't do it because that really hot place. At that point I came back to the guide which told me to go to the Zora's domain.
Do gamers really want to get lost/stuck within the game? Is this why TP was thought to be a little more accecible to more people?
Now that I think about it I may be in a middle of an historical experiment of how the development of videogames has evolved.
See you guys later