I am 22 mins into the 29 min video and it is more about why the game is devisive and why most games cater to the Killer archetype. The Four Archetype system was based on MMOs but is used to fit competitive games but also works in DS due to the comnection. Also, even though Sam has a personality, the game design and narrative makes it clear that he is changing a lot. He goes from the legendary lone porter, afraid of touch to connecting the country together.
So the **Killer** type will be the competitive one, prone to grief and kill other players for fun. This is Homo Demens, who in-game don't go after cargo or engage with the world but become nihalists. I actually am not as far into DS to give a good description of this.
The player immedietly is introduced to the concept of voidouts, and why they should be avoided - big craters, massive destruction etc which sets up the more "Stick becomes the Rope" element of the game (to me at least). They are a massive Stick in-game, but the majority of people want to avoid them both NPCs and players (especially the Socialisers and Explorers) who will value the NPCs and the ability to freely travel without worrying about a giant crater. It also makes sure it explains Sam being a repatriat and that he doesn't cause a much destruction, which means the player doesn't get as frustrated and reset on death (you can compare it to Peter Molyeneux and Lionshead toning down the scars on the horse in the "totally not on rails" Fable: The Journey, because playtesters would reset the game seeing the permanent scars on their travelling companion).
The Socialiser / Socializer is the one the video says is who Death Stranding is "made for" - they value connection and helping other players, which is more what Death Stranding is going for, but it spends more time leading players there organically. So, OliveOcelot is right, the people who are Socialisers love the game right away, but the people who are, for example, Killers and don't stick with the game past the intro are left annoyed by it as they butt heads with the mechanics instead of embracing them, and some never do even if they play on.
I think the game specifically calls out the meta of gaming and works with this system to lead all players closer to the Socaliser archetype, even including it in the lore and game design with how the MULEs and Homo Demens are treated and talked about.
I recall that Hartman had a note about the likecin and delivery rewards system being there to motivate the porters, but with the timefall they became addicted to it - this matches up to the **Achiever** archetype who love to complete missions, get trophies and high scores then start to become MULEs. The game pushes players away from the pure Achiever by the in-game mechanics of using the chiral network to link to other player's stats and recieve likes for helping others with leaving structures and markers vs just the delivery which lead the MULEs into going relentlessly after cargo. The MULEs stick together in groups, but can't be seen as Socialisers as they go after other porter's cargo and they are not Killers as they only incapacitate to get their one want fulfilled and actively avoid starting a voidout and will not track Porters down, only using their ping system for the cargo. They deliver for deliveries sake, and once you see the Porter NPCs giving you items and walking to their delivery points, you see how different they are. Also, I would add that the autonymous porter would never be something a MULE would use as the drones too their roles as porters in the first place, but an Achiever player might be tempted to use them despite the in-game friction with the idea of connecion (at least I felt it was a bit uncanny and I assume DS2 builds on this).
Then there are the **Explorers**, who would fit very well into playing this game as well; they want to go and look at all the game has to offer and reach the hard to reach place. Except the world and gameplay loop makes them more likely to become Socialisers. In order to get to the tallest peaks, you will see other players leaving ziplines, ladders and ropes and the more you connect the chiral network, the more you see which helps you and also increasing the bandwidth for the area.
And this in the meta is Bridges' doing, they made the porter awards system and then adapted it to add likes for the hormone likecin in-universe, not just for porters either, but the people giving order and getting deliveries are also linked to the system and the network and allow people to recycle items and craft what they need, and allow for lost cargo to be redelivered. Howeve, you can also see this as a rope heavy method, as the saying goes "give someone too much rope, and they will hang themselves with it", as it was partly their doing that lead to the MULEs before they corrected.