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What is the A.M.M.O. Project?

"The Next Generation of Income."

Founded by Fergus Wells and Charles Mo.
The A.M.M.O. Project is a revolutionary program created by Fergus Wells and Charles Mo. In the year 2014, technology had gotten to a point where machines had replaced almost all employees, leaving almost no ways for the general public to earn income.

To resolve this issue, a majority of the big corporations came together and funded The M.M.O. Project, or, Money Making Online. The goal was to create a virtual environment that consisted of many ways to earn income.

Using AMVR (Automatically Moderated Virtual Reality) technology, which M.M.O. Corp. would sell, users could enter the world in order to do jobs and complete tasks, earning them money that would be sent straight to their bank accounts. While in this world, time would pass faster than in the real world while the AMVR technology kept their real body alive and healthy.

The program was in development for about two years before they decided to playtest it. M.M.O. Corp. hosted an online sweepstakes in which people could fill out a form and submit it for a chance to take part in the M.M.O. Project's play test. The participants chosen would recieve information about the project, a list of tasks to try out inside the program, an AMVR headset, and a free three month membership for the program, as well as basic necessities within the simulation such as open access to the entire world, food, clothing, and shelter.  
"Money is really only important if you don't have any."
— Fergus Wells
 

TESTING

 

TEST 1

For the first test, one hundred participents were chosen at random to enter [WORLD BETA]. It consisted of a small suburb and rural area where users could explore, interact, shop, and work. They were to live in this world for three months and record any bugs or suggestions they might have in order to make the world better.

In all of the M.M.O. Project’s worlds, time flows faster than the real world, so the three month trial only took three weeks in reality. At the time, this was the fastest the servers could process, and as technology advanced, the temporal imparity improved.

After the three weeks the users emerged from their virtual slumber and submitted their results. A majority of the playtesters really enjoyed the accessability and user friendliness of the program, however, they felt the world was a bit dull and got old after about a month. With the large number of play testers and a rudimentary moderator, the relatively simple servers often lagged.

TEST 2

In the year 2017 M.M.O. Corp. hosted another playtest, this time inviting five hundred participents into the program. They recieved the same instructions and equipment as before. The only difference this time however was they were given a choice of three worlds to start off in. Instead of just one small suburb with a rural area nearby, there were three separate locations disconnected from each other: the high city of Neolandia, the graceful flower forest of Redbud Timberland, and the summery Roscon Coast. Over the course of the playtest, users would be able to switch between worlds as often as they wished. Some NPCs (Non-Participant Characters) local to each world were also added to make the worlds feel less empty.

The goal here was to create more variety and make it so people would have more ways to earn money. The allotted time was once again three months M.M.O. time, or three weeks real time. Sadly, this time had to be cut short for after a week the servers malfunctioned and the program had to be temporarily shut down.

Despite users only being able to spend a month within the program, their feedback was overwhelmingly positive. The worlds were enjoyable, the variety was much needed, and the NPCs were fun to interact with. Some users even noted that they'd rather live in these worlds instead of the real one. The only criticisms from the play-test was that the worlds and NPCs felt artificial. Sure the worlds were beautiful and the NPCs were fun to talk to, but they felt fake. Repetitive dialogue, the environment never changing around them; it felt too static.
 

THE BREAKTHROUGH

  In addition to server upgrades, M.M.O. Corp would also need to add more variability and subtle changes to each world. For the next two years the company struggled with these changes. The project was becoming more expensive than they initially expected and it had yet to earn them any income. Not to mention not being very cost effective or efficient since their new goal was to create ten worlds and they had barely created five.

The project was nearly scrapped until one day, while Charles Mo was watching TV, he had an epiphany. The show was one of the first fully automated productions, including script writing. In an ironic twist, Mo proposed the idea that they develop an AI to run the M.M.O. Project. That way it could be self sufficient, managed 24/7, and have the ability run the program way faster and efficiently. Everyone loved the idea and the company got to work immediately.

The company rebranded to match their breakthrough, renaming themselves to A.M.M.O. Corp., the A standing for "Automated." In mid 2019 the AI was complete and ready for testing. Simply named AMMO, she would be responsible for the next playtest; creating the worlds and managing all the users. This would test the efficiency of the new servers as well as AMMO's coding. The goal was to be able to create ten worlds and host one thousand users. While before it took months to create one world, AMMO created all ten within two days. To make the worlds feel more natural, she coded in specifications of what the world would develop into, added minimal life, then sped up the A.M.M.O. Program's internal clock. Tens of thousands of years passed within the simulation, yet only two days passed on Earth. It was essentially quickly growing a world from a seed.  

THE FINAL TEST

  With the worlds in place A.M.M.O. hosted its final sweepstakes in late 2019. One thousand users were sent into the program and this time spent six months within. After a mere hour passed in the real world the users exited the simulation. The feedback was once again overwhelmingly positive. It no longer felt like a simulation; AMMO had created ten unique and thriving worlds. Many people noted they would love to move to some of the locations, for they were that entrancing. Wells and Mo loved the idea so much, that they made that their next big focus. Instead of simply making money in a virtual world, what about living in it. And thus, they started the R.O.L.L. Project.   Near the end of 2019 the A.M.M.O. Project was discontinued in place of the R.O.L.L. Project. Wells and Mo started their journey hoping to create a fun way to make money online, but instead they created an entirely new universe.

The A.M.M.O. Project's Official Logo

 

FERGUS WELLS

  Fergus Wells is a stern and efficient businessman. He was born in a successful family who owned a massive tech company in New York City. Wells grew up watching technology advance to the point where by the time he graduated there were barely any jobs left. This didn't affect him much since he had the support of his family's money, but he couldn't help but feel bad for some of his friends who had lost their businesses to the technological revolution. His high school best friend Charles Mo felt the same way. Together they teamed up to hopfully put an end to the job crisis and restore some joy in the world. Plus, Wells was looking forward to making a little extra dough from the project.

Wells is in charge of the business and marketing side of the A.M.M.O. Coperation. Some say the company's technology is overpriced, but hey, that's what it takes to start a new life.




CHARLES MO

  Charles Mo is a sensitive, creative, and perhaps a little too naive, man. At a very young age he had always had a fascination on the new and upcoming technology. He kept up with the trends and wanted to go to coding school when he grew up. Life was tough as Mo for his mother died at a young age and his father lost his job at his factory when the factory became fully automated. With the money his father had saved up he sent Mo to coding school. Mo always remembered his father's support and that's what pushed him to start the A.M.M.O. Corporation with his high school best friend Fergus Wells. Mo wants to help people with his company and make sure more people aren't unfairly flung into the same position as his father.

Mo is in charge of the company, but more importantly, the coding and engineering side of it. He and his team create the technology for Wells to sell and people to use. While he doesn't fully like the methods Wells uses to sell their products, Mo uses the extra money he earns to support his father.
What is the R.O.L.L. Project?
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Who is AMMO?
Character | Dec 15, 2022

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