At the second chapter of the game, while inside a fairly tall building with several floors, you encounter a locked door, with no key in sight. A fairly common puzzle so far, right? So you climb a couple more floors, dispatching a few enemies along the way, and personally I was thinking I'd face a mini-boss or somesuch who would be carrying the key. Nope, I had to look for it in a weird looking locked box hidden somewhere in a corner, which Ryu Hayabusa (the game's protagonist) opened with a kick.

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An example is needed to better illustrate this point, and I'll pick another commercial game again, before I start discussing indie games. The offender in this case is The Longest Journey, perhaps my favorite game evaaar. During one point of the game, you meet a certain crow called uh... Crow, which later on accompanies you in your travels. How do you make him accompany you? By literally picking him up, that is, using the "Pick Up" function on him, after which we are lead to presume that the heroine of the game fits him in her pockets. A very (unintentionally) absurd moment in an otherwise brilliant game, but I always thought this was due to technological and/or budget-related restraints* anyway.
Sooo... moving on to indie games, then. I'll have to name some names, and before I do that I want to say that I deeply respect anyone and everyone who has ever dedicated a (usually big) part of his everyday time to create an independent game, especially considering that most of them charge nothing for their games. Moreover, there are some problems with design you seemingly can never avoid. That being said, the issue of nonsensical inventory items and their relation to the characters is very evident here.
My first example comes from the first chapter (and seemingly last, since the game appears to have been abandoned) of a game still in development called House of Whispers. The game starts with protagonist Jenni L'Amour visiting her friend Daffy in a local diner. Cue a convenient power shortage, and Jenni finds herself all alone in the darkness, as Daffy is missing. Jenni (and the player) decide it's best to investigate the place to find out what happened to her friend. All is fine so far.
Then, it happens. As you're exploring the near areas, you come across a human heart stored in a fridge. If you decide to interact with the heart, Jenni happily obliges with picking it up.
Wait, what?
It's bad enough that there's no obvious place that Jenni would put the heart while carrying it around (she is not carrying a bag or anything of that sort) the obvious question is why.

Another example comes from a highly acclaimed (and rightly so) game in the indie scene, Prodigal. The game's protagonist, Jacob, is contacted by his brother Mike, who had disappeared two years ago. Jacob decides to find and help him and this journey leads him in a spooky forest, with a very ominous cabin nearby. Once inside the cabin, he finds blood stains all over the place, in such patterns as to imply that something really nasty has happened there.
So what does Mr. Average Joe, all alone in a very unfriendly environment, searching for a brother who is apparently in deep shit, do? What is one of his (and the player's) first actions? To pick up a pair of blood-soaked boots.

Generally speaking, when interacting with my environment in a game, I don't want to think "Oh, apparently there's a puzzle later on that requires this dehydrated piranha! Maybe I'll combine it with this blowtorch and that chewing gum!***" What I want to think is that my character's actions make sense and are in accordance with everything we have seen or at least alluded to about him/her so far in the game.
Naturally, this depends on the context of the game, so while I would expect a former demolitions expert to use TNT to blow up a wall as part of a puzzle, I wouldn't expect a 12-year old to do the same. Unless the 12-year old was some kind of weird prodigee with explosives, called Arzt.

** Unless they are a doctor of some sort. Or a deranged psycho, I'm not here to judge.
*** Rubber ducky puzzle in TLJ, anyone?
TL;DR version:
Remember, not everything wants to be picked up. Some things are just fine where they are.
Another way of putting it is this rule of thumb: If you wouldn't pick something up in real life, your character had better have a really good reason for doing so. Otherwise, your character won't seem realistic, and your audience might have trouble relating to him/her.
Did you miss these blocks of text? Neither did I.
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