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:
The story of me. If you're looking for a picture of what it was like growing up in the seventies, then this is for you.
The Plot-Driven Door
You know how videogames sometimes do that thing where it's preposterously hard to go through a simple door? This one is really bad.
Here is a 13 part series where I talk about programming games, programming languages, and programming problems.
What Does a Robot Want?
No, self-aware robots aren't going to turn on us, Skynet-style. Not unless we designed them to.
Skylines of the Future
Cities: Skylines is bound to have a sequel sooner or later. Where can this series go next, and what changes would I like to see?