“Because if that little kid likes me, how bad can I be?”
For thirty years, Wreck-It Ralph dutifully plays his role and supports his game. He isn't happy being the “bad guy,” but even through all that time, Ralph quietly accepts this role. He longs to be accepted in the group and to be seen as less of a negative character, showing strong Fe (extraverted feeling) motivations. Even though being the wrecker doesn’t feel to him like what he really wants, he’s more concerned with maintaining the harmony of the game than chasing his own dream regardless (Fe), and he sticks to what he knows (Si). Ralph’s decisions and actions are often based on wanting to improve others’ situations or keep them safe, such as when he destroys his friend’s car despite terribly not wanting to do it or hurt her because he believes at the time it’s the best for her (Fe). Ralph’s adventure and growth of character throughout the movie reflects a growth of his inferior function, Ne (extraverted intuition); he begins to branch off from what he has always felt he had to do and the way things were, seeking new meaning outside of what he is used to and seeking many diverse possibilities. In the end, he is more than happy to re-adopt a more side-line role, at least in terms of being the classic hero. He’s a generally withdrawn and deeply caring character who is happiest when he’s supporting the happiness of others.
Vanellope von Schweetz -- ESTP
“You could stay. You could have your own castle, where you can wreck and stink as much as you want, and no one would ever treat you badly ever again.”
Vanellope is spontaneous, outgoing, and sweetly quirky. She’s not a rule-follower, loving the thrill of the moment much more. The dropping of her classic princess role in favor of something more fun and practical, as well as her unrestrained, free, and fun use of her leading role, show both Se (extraverted sensing) and Ti (introverted intuition) in her freedom and her strong sense of her own logic. Vanellope also shows Fe (extraverted feeling) in the way she often naturally puts group harmony above that of her self internally. A bit of a tomboy, Vanellope has a quirky and good sense of humor and she doesn’t shy away from saying whatever’s on her mind. She has a strong sense of her physical presence and surroundings, naturally engaging well in fast-passed situations in her environment (Se). She is a brave and loving character.
“Why do I fix EVERYTHING I touch?”
Fix-It Felix is quite aware of the social environment of the game. Above all, and fittingly with his role in his game, Felix’s biggest priority is to keep everyone happy and people’s lives running smoothly, fixing damage wherever he can to heal the harmony of the group. Sometimes though, his dominant Fe is perhaps too strong in comparison with his inferior Ti, and he misses some perhaps more reasonable opportunities in favor of maintaining the social atmosphere the way it is and he feels it should be (also a sign of Si). Felix is a very kind-hearted character, and even though sometimes he can get stuck in the same way of thinking, especially when it comes to the group, he happily does whatever he can to rebuild any situation when he sees the opportunity.
“Flattery don't charge these batteries, civilian.”
Sergeant Calhoun definitely is a “dynamite gal,” with a commanding, sometimes explosive and fear-inducing, personality. Her motives and actions are heavily motivated by her past feelings and experiences (Si); this, of course, can often be simply situational and not personality related with such traumatic event, but with Calhoun, we see many of her thoughts automatically referencing past ones as a high cognitive function. She may have a strong and even hard exterior, but she’s defiantly got a soft spot too, even if she doesn’t always reveal it. More naturally, she presents herself as very confident and in charge, and her first way of dealing with a situation is typically through external reason and organization (Te).
“Is that a threat I smell? Whooo... beyond the halitosis you so obviously suffer from!”
King Candy has done quite some elaborate planning and organizing to reach his long envisioned goal (Te-Ni). Most of all, King Candy likes to be in control of a situation, to know that events and people are following his logic and planning. Not the healthiest example of an ENTJ, he won't let anything get in the way of his envisioned future (Ni), and with overly strong dominant Te, he is easily infuriated when things do not go as he planned or when anyone crosses his reasoning. In the end of course, his unhealthy inability to let go of his goal is also what ends up stopping him altogether. He is quite talented in manipulating the running of things and the coding logic of the game to put his visions into reality.