This type of player enjoys actions that have an effect on the world, such as receiving awards, levels etc…
“[…] players who focus on obtaining some level of success, as measured by points, prizes, material possessions, or other valuation criteria. Known as the “Diamonds,” they will strive to gain rewards, recognition, and prestige, with little or no advantage in gameplay or advancement.” –Source
An Achievers motivation when looked from the perspective of positivist psychology lies predominantly within the area of Mastery. This area of motivation for an Achiever is therefore both Extrinsic and Intrinsic. Depending on the individual, one might be more than the other but both are always present in this type. As they have both this reflects their motivators such as craving and receiving rewards is an extrinsic motivation. Since they crave these extrinsic rewards so much, a creator of a system must be aware that Achievers will often try to exploit a system to gain the maximum rewards they can for their efforts.
An Achievers intrinsic motivator is the drive to improve themselves. Self-improvement through mastery of a certain skill is at the heart of how an Achiever can keep rising above others to the highest of heights, setting them apart. These achievements are purely intrinsic as they only serve as a point of emotional, and intellectual, success.
The mechanics that Achievers follow to reach these heights are to realize a particularly difficult goal, to get the maximum level, to beat a particularly difficult level, to get the highest score, collect the most item, to reach 100% completion and/or to unlock new content that no-one else has yet unlocked.
For an Achiever, their main impetus is that they have achieved something that no-one else has yet. They have a strong drive to be the first, in many MMO games you will see Achievers in groups that strive towards “World First” achievements, that is the nirvana for this player type.
As the Achiever is the quadrant of Acting and World, they enjoy affecting change that others are able to observe. The yearning for the admiration of others. Not in the same way as a Socialiser might when interacting with people and connecting. No, an Achiever is happy even when it is a group of complete strangers that admirers them (these usually do consist of the Socialiser type).
When balancing Achievers with the other player types, besides the Socialiser above, the Achiever is the least fond of the Killer. As the Killer exists to disrupt, they will often disrupt the Achievers ability to gain new heights, making their overall experience less than optimal. When creating an environment, it’s best to aim for a ratio of 2:1 or 3:1 when dealing with Achievers: Killers. Thankfully if the ratio is around there you won’t have to worry too much as the Achievers will often outpace the Killers and the Killers will set their sights elsewhere.
Explorers and Achievers, however, get along very well. As the explorer discovers new areas/new knowledge, Achievers will often join them, as whatever the explorer finds will no doubt benefit the Achievers core drive and need. They almost have a symbiotic nature between them.
When dealing with other Achievers, the relationship is generally a love-hate one. As Achievers thrive on competition but they are not really team players as such unless they can be assured that the team is all aiming for the number one spot.