So, you folks (the devs) seem to be concerned with people perceiving marriage to an NPC as the end of the romance branch of the game. Like people will wanna just quit or start over then. But what if getting hitched 3 months into the game isn't the end? I'd be really disappointed if the game design ignored married life. Having a kid shouldn't be the only after-marriage goal.
TL;DR: If getting married in the game opens up more fun game content, people are not going to just ignore it.
Maybe you need to maintain the relationship or that NPC will want a divorce.
Perhaps your spouse will reward you with gifts you can only receive from a spouse after performing marriage quests (that's a bit devicive though and I'm not happy with myself for thinking of it, lol).
Maybe your spouse wants to run their profession from your farm and you need to expand your farm to accommodate their skills, (giving you access to whatever they do).
Let me have my spouse just follow me around the game world, maybe we can go on dates.
They could even provide little "jobs", having the player run errands.
If an MMO needs to have longer timelines for activity branches than games like Harvest Moon, extend them this way, by finding where those games had content gaps or room for more and fill that space with procedural systems that are fun, meaningful, and natural.

I dislike how in HM your spouse goes on to do their own thing and you never go with them for walks or anything XD I think interacting with them in this way would be very cute >w<
