I'd put this part-way between 4e and Burning Wheel. In 4e the incentives are purely "soft" - trying to make sure the fiction goes the way the player wants it to go. In BW the incentives are about as hard as an RPG gets - mechanical advancement of the PC. Earning GM-adjudicated fate points seems harder than pure softness but softer than pure hardness.Savage GMs are highly encouraged directly in the rules to reward "good" or "interesting" play with bennies---playing against type, using a less-than-optimized skill because the fiction/scene calls for it, interjecting yourself into a conversation, taking a major risk for a team member.
EDIT to add:
The reason I'm interested in this is because I often see posts where GMs are complaining that their players won't take risks with their PCs, or complain or push back when they can't bring their best bonuses to bear. Often the response to such posts is to blame "munchkin" or "powergaming" players. Whereas I think it's much more helpful to look at the incentive structure and opportunities that a given system gives rise to.
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