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:
I'm a very casual fan of the series, but I gave Civilization VI a look to see what was up with this nuclear war simulator.
WAY back in 2005, I wrote about a D&D campaign I was running. The campaign is still there, in the bottom-most strata of the archives.
Crash Dot Com
Back in 1999, I rode the dot-com bubble. Got rich. Worked hard. Went crazy. Turned poor. It was fun.
Silent Hill Origins
Here is a long look at a game that tries to live up to a big legacy and fails hilariously.
Batman: Arkham Origins
A breakdown of how this game faltered when the franchise was given to a different studio.