Sua walks to her empty room again, the one without any sort of furniture whatsoever. However, she’s slightly relieved to see some sort of shift actually reversed that! So now everything is back to normal, at least in her room anyways. She stands around, pacing throughout the room as she tries to calm herself down. She doesn’t wanna play with any of her game consoles right now. If they manage to escape EMPTY SPACE then everything should go back to normal for the ship. It’d be so much less stressful, and Sua could relax!

That of course won’t undoom the timeline, but hey, the timeline doesn’t doom itself only when related to death! Sometimes it’s just a weird diversion that separates them so far from the Alpha Condition that the timeline fails for that reason. All of these timelines are of course, superfluous fluff that doesn’t really contribute to anything. They’re pointless, all that matters is the Alpha Timeline after all. These off-shoot doomed timelines are often just junk data. Simulations of every possible scenario, and every possible decision that can be made. It results in zettabytes of data, and if we were to just ignore everything other than the main Alpha, it would save SO much data!

However, that is not the way. Observation of these trees involves viewing all sorts of timelines, including doomed ones. To the viewer, they might view just the Alpha, or maybe they’ll view doomed timelines on the way there, due to their input. They may view 100s of doomed timelines before they even see the proper Alpha Timeline. This sometimes frustrates the viewer of course, and isn’t ideal. We should try to give the viewer an express viewport to the Alpha Timeline as fast as possible. But without the existence of doomed timelines, or shifting Alpha Conditions… the actual Alpha Timeline that gets shown to these viewers can end up being... rather boring. Or just unpleasant! There can be countless variants they see, due to their own input. Such as if the active subject misses a jump, or gets punched by a mafia.

Maybe the subject in question wouldn’t even progress to the intended events? Does the viewer somehow input something that causes them to see a doomed timeline they hated? Is seeing their hero fail countless times, over and over... is that enough to drive the viewer away from reaching the Alpha Timeline? Thousands of viewers watch the viewport. Not all of them get to the end of the coveted Alpha Timeline. Thus, there’s only a few viewports that actually produce the intended result. I wonder how many of them saw the end? The true end.

> Branch Terminal: Why are you telling me this?