I sense your dichotomy as interesting but I'm not sure I quite grasp their essence. Would you classify a Football Manager player as a Processer on the grounds that they embark on a manager career with no precise goal other than being as successful as can be (whatever that means for them) and having fun in the process more than the result, unlike a player that wants to achieve winning the Champions League with Tranmere Rovers ? Or is it something else ?
Well it wasn't my distinction to begin with but I had spoken because OP posts put them like opposites. I don't like those names because many of those concepts are really fluid into other areas as min-maxing, game expertise etc. I have never played Footbal manager so I won't call anything but IMO both types of player will have goal of having fun - just differently. "Completests" or player liking segmented game progression will want to go through stepstones, which signal him his place in race towards finish. "Processer" or player liking core gameplay loops will want to keep interacting with game math/algorithms in meaningful way and apprecieate knowing he is doing well when game doesn't explicitly signals him that.
Not sure if you are familiar with indie game - Battle Brothers (Turn Based Mercenary Simulator based in low fantasy setting. Each playthrough has randomly generated map).
- "Completests" will start his company with goal of getting certain equipment pieces, having roster of "Brothers" at certain level and doing x out of y ambition goals by some in game day. He will be more happy once he reaches those goals no matter the circumstances.
- "Processer"will start his company with goal of making the most of it. He will stomach bad rng better but also might be unhappy if he has great start but can't make most of it.
One type usually dominates early weeks after game releases when it comes to guides. "Completests" are better at grasping overall game dynamic. But by the time other type catches up, they already move onto mods because "game became boring". "Processers" need more time cause they must compile both data and experience in analysing it. But if the game is properly balance they start overcoming their opposite. Because in their tunnel vision they are able to better flow from one playstyle to other, while "completests" are more bound by limitation of needing stepstones to orientate themselves.
Another interesting metric to differentiate between them would be: game speed or time per turn. One type is trigger happy to let those buildings just finish, while other will move at slow space to keep observing and micromanaging, as you can't do some data reading on speed 5 in Paradox Games.
I always shrug when I see people doing 20 turns in 30 minutes when it takes me sometimes 15-20 minutes per single turn. I end with overal lower turn number by the time I see victory screen but longer game session time per playthrough. But it isn't ironclad rule and it spills into min-maxing/micromanagment territory.
From your other post you seem like fellow "unorthodox" player. Those also come in various color and sizes. By the discussed axis "Completest" variant would be hugely dependent on in-game options and be quite "tourist" type of player who wants the overall experience. If this was HOI4 then people complaining about not fleshed out various alt-history political focuses could be an example of that. "Processer" variant on the other hand might despise such shallowness as he wants to make something unique through core gameplay loops and thus won't be as happy with such "handouts" from devs. They might keep playing Communist Japan to leverage tiny differences in Japan game reality to achieve something unique.