![:)](http://public.gamedev.net//public/style_emoticons/<#EMO_DIR#>/smile.png)
One approach that has been actively talked about 4-5 years ago is to have valuable resources in a central area for players to fight over. I think that idea has faded away because in actual implementations, players ended up camping just outright of the central resource, waiting to punish opponents who expose themselves trying to claim it.
Other approaches in popular games:
1. Counterstrike - One side wins by default. On bomb scenarios, the counterterrorists wins by default if the terrorists do nothing and failed to get a bomb to go off. So, the "lose-by-default" side is forced to attack and interact.
2. Collectible Card Games (Magic: The Gathering?) - As resources build up, players can deploy more and more "superweapons". Cards are randomized so there is no telling who gets to deploy their superweapon first. Players tend to aggressively try to end the game before their opponent gets enough resources to use their superweapon.
3. Starcraft - One side has a advantage in the late game. So the disadvantaged side would want to end the game before it reaches late game. If the game drags out too long, the advantaged side would win. This does not apply to "mirror" matches where both players are using the same "race/faction".
Ideas anyone?
![:)](http://public.gamedev.net//public/style_emoticons/<#EMO_DIR#>/smile.png)