You can give your players incentive to do things, but if it’s not the incentive they’re looking for they will probably demonstrate it by their in game actions. Some examples of player incentives include:
Game at the Bottom
Why spend millions on visuals that are just a distraction from the REAL game of hotbar-watching?
The Strange Evolution of OpenGL
Sometimes software is engineered. Sometimes it grows organically. And sometimes it's thrown together seemingly at random over two decades.
There's a wonderful way to balance difficulty in RPGs, and designers try to prevent it. For some reason.
C++ is a wonderful language for making horrible code.
Two minutes of fun at the expense of a badly-run theme park.