For example multicrew and galaxy wide telepresence....
That, right there, is two examples of how to do
everything wrong in terms of lore.
Imagine if, say, Marvel made a "Spiderman" game and stated that it was canon within the Spiderman lore.
The dev's, in a bid to maintain immersion, set it up so that the player character couldn't die and, instead, when your health reached zero you got cocooned in a spider-web and emerged fully healed.
Perhaps the game takes place over a large area so the dev's create a mechanic where Spiderman can spin a huge web and use it as a trampoline to "bounce" himself all over the country.
Maybe there are parts of the game where you need to get information from criminals so they set it up so you can shoot a spider-web into an NPC's ear and do some kind of telepathic brain-suck.
The game is canon so those abilities
are now canon too.
Spiderman is immortal because he can cocoon himself and be restored to life, he can bounce across the world on a web-trampoline and he can brain-suck people if he want's to.
Erk!
Sometimes a game dev' needs to be capable of deciding when to make use of suspension-of-disbelief rather than trying to come up with implausible lore, in a bid to maintain immersion, that ends up being so convoluted that it creates more problems than it solves
and conflicts with a heap of pre-existing lore.
There's no hard & fast "rules" to this stuff but a smart writer (and a competent game design team
must include somebody in that role) will have a good understanding of the subject-matter and will be able do make decisions which are sympathetic to the lore of a franchise.