The actual landsmeet chamber itself could easily be elsewhere, it's true. But the rest? It all ties into the story of the city. The fact that it's set their changes the story, and often bleeds out into the more open parts of it. You get at least a little taste of what it's like to be an elf in Denerim, and Howe's rule is reflected in various places through out it. And eventually you get to come back to try and save it.
[...]
Denerim is also a place under the rule of a tyrannical Arl, a place where restless elves fight against oppression. It's where the politics of the realm take place and the site of the final desperate battle and the death of an Archdemon.
The story doesn't change, and it doesn't bleed into any part of the game. Denerim is a modern day village, where there's absolutely no sign of oppression anywhere (unless you happened to pick the right elf background), where a character you've seen look vaguely evil in a cutscene vignette (Arl Howe), apparently appointeded some violent incompetents to a city guard that's so moral their Captain immediately choses treason to side with you (since he (1) knows you're a GW; and (2) actively works with you).
There's no story you see until the endgame. That's my point. You don't get an atmosphere of Denerim. A random sight of the medieval prison - which has absolutely no die to Denerim, beyond people saying "Fort Drakkon is in Denerim!", isn't characterizing the city. The same with the Landsmeet.
The Alienage, again, is phemomenal. It's very well done. Bioware hasn't really done poverty like that again. But that's not the Denerim we casually experience.





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