Explorers are interested in having the game surprise them, i.e., through INTERACTING with the WORLD. It's the sense of wonder which the virtual world imbues that they crave for; other players add depth to the game, but they aren't essential components of it, except perhaps as sources of new areas to visit. Scoring points all the time is a worthless occupation, because it defies the very open-endedness that makes a world live and breathe. Most accomplished explorers could easily rack up sufficient points to reach the top, but such one-dimensional behavior is the sign of a limited intellect.
Explorers are proud of their knowledge of the game's finer points, especially if new players treat them as founts of all knowledge.
Achievers are interested in doing things to the game, i.e. in ACTING on the WORLD. It's the fact that the game environment is a fully-fledged world in which they can immerse themselves that they find compelling; it's being shared with other people merely adds a little authenticity and perhaps a competitive element. The point of playing is to master the game and make it do what you want it to do; there's nothing intrinsically worthwhile in rooting out irrelevant details that will never be of use or in idling away your life with gossip.
Achievers are proud of their formal status in the game's built-in level hierarchy, and of how short a time they took to reach it.
"Diplomats are interested in INTERACTING with other PLAYERS. This usually means talking, but it can extend to more social behavior. Finding out about people and getting to know them is far more worthy than treating them as fodder to be bossed around. The game world is just a setting; it's the characters that make it so compelling.
Diplomats are proud of their friendships, their contacts, and their influence."
"Provokers are interested in doing things to people, i.e. in ACTING on other PLAYERS. Normally this is not with the consent of the "other players" (even if, objectively, the interference in their play might appear "helpful"), but provokers don't care; they wish only to demonstrate their superiority over fellow humans, preferably in a world which serves to legitimize actions that could mean imprisonment in real life. Accumulated knowledge is useless unless it can be applied; even when it is applied, there's no fun unless it can affect a real person instead of an emotionless, computerized entity.
Provokers are proud of their reputation and of their oft-practiced fighting skills."