For me, protagonist gender has never played a strong defining role in the games I choose to play. Going all the way back to RE: Director's Cut, an insecure, immature teenage boy version of me picked Jill Valentine every time, because she started with a lockpick, a pistol and two extra slots in her inventory - Chris rocks up with a kitchen knife and a lighter.
That said, I understand that while largely a superficial choice in game design, the presentation of women in popular media is really important. 2017 has actually been a game changer: Aloy, 2B, Kat, Senua, Chloe Frazer, Nadine Ross, Avalon Darrow,.. it doesn't make a whole heap of difference to how much fun those games are to play (to me at least), but as a contribution towards the broader social recognition of women, I think it's brilliant.
As an addendum, it's been nice to see broader representation for men too. To see how out of place a character like BJ Blaskowicz looks this generation compared to his contemporaries.
The square-jawed, wise-cracking, roid-machine-style men of last generation are increasingly giving way to more thoughtful, nuanced and emotionally mature characters driven less by violence and bravado and more by emotional short-comings. The core struggles of characters like Nathan Drake, Geralt of Rivia and Joel from TLOU, while all hero achetypes in the game tradition, centre more around their ability to act as competent parent figures, deal with personal loss or, in the case of Drake, hold together a marriage and understand consequences.