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 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.
The Best of 2014
My picks for what was important, awesome, or worth talking about in 2014.
The Best of 2017
My picks for what was important, awesome, or worth talking about in 2017.
Batman: Arkham Origins
A breakdown of how this game faltered when the franchise was given to a different studio.
The Mistakes DOOM Didn't Make
How did this game avoid all the usual stupidity that ruins remakes of classic titles?