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:
Batman: Arkham Origins
A breakdown of how this game faltered when the franchise was given to a different studio.
The Best of 2011
My picks for what was important, awesome, or worth talking about in 2011.
A video Let's Play series I collaborated on from 2009 to 2017.
What is Vulkan?
There's a new graphics API in town. What does that mean, and why do we need it?
Quakecon 2011 Keynote Annotated
An interesting but technically dense talk about gaming technology. I translate it for the non-coders.