I seem to lack the skills to express myself currently, it seems. Looks like I have to explain myself after my previous post on female characters.
She has a point there, of course. It was never my intention to suggest that in the end product there should be gender neutral characters. My thought was more along the lines that writers should maybe care more about the goals and wishes and flaws of their characters instead of attempting to write a token "strong female character" (which usually fails).
If those goals and wishes and flaws relate to the character's gender identity, then yes, gender becomes important, and needs to be a part of the story.
Again, the example of Ellen Ripley is interesting. Ellen Ripley in the first film is indeed gender neutral to a degree. She has her own character, her own goals and flaws, but there is hardly anything that makes her more woman-y than the rest of the crew.
It's only in Aliens, the second film, where the character of Lieutenant E. Ripley has already been defined as being female in the film before that the plot actually deals with it – and in my opinion in a meaningful way. Ripley gets a new goal and is established as being a mother. A mother that at first loses her child (because of her being 57 years in hypersleep, her daughter has since become an old woman and died) and then finding a surrogate daughter in the form of Newt, the lost girl on the space colony.
There is a new book by Cory Doctorow, and it's about games.
In the virtual future, you must organize to survive
At any hour of the day or night, millions of people around the globe are engrossed in multiplayer online games, questing and battling to win virtual “gold,” jewels, and precious artifacts. Meanwhile, others seek to exploit this vast shadow economy, running electronic sweatshops in the world’s poorest countries, where countless “gold farmers,” bound to their work by abusive contracts and physical threats, harvest virtual treasure for their employers to sell to First World gamers who are willing to spend real money to skip straight to higher-level gameplay.
Mala is a brilliant 15-year-old from rural India whose leadership skills in virtual combat have earned her the title of “General Robotwalla.” In Shenzen, heart of China’s industrial boom, Matthew is defying his former bosses to build his own successful gold-farming team. Leonard, who calls himself Wei-Dong, lives in Southern California, but spends his nights fighting virtual battles alongside his buddies in Asia, a world away. All of these young people, and more, will become entangled with the mysterious young woman called Big Sister Nor, who will use her experience, her knowledge of history, and her connections with real-world organizers to build them into a movement that can challenge the status quo.
The ruthless forces arrayed against them are willing to use any means to protect their power—including blackmail, extortion, infiltration, violence, and even murder. To survive, Big Sister’s people must out-think the system.
Sixty years ago, the Soviet Union detonated its first nuclear weapon, nicknamed "First Lightning", at a test facility on the steppe of northeast Kazakhstan (formerly the Kazakh SSR). The test site, named the Semipalatinsk Polygon, would go on to host 456 atomic explosions over its 40-year existence. Residents in the surrounding area became unwitting guinea pigs, exposed to the aftereffects of the bombs both intentionally and unintentionally. The radiation has silently devastated three generations of people in Kazakhstan - the total number affected is thought to be more than one million - creating health problems ranging from thyroid diseases, cancer, birth defects, deformities, premature aging, and cardiovascular diseases. Life expectancy in the area is seven years less than the national average of Kazakhstan.
Stunning images on The Big Picture.
If it weren't for the creepy music, the idea would be pretty nice. Found via the cyber punk review.