A long time ago, before our current era of ever more realistic 3-D Avatars roaming large Virtual Worlds with their nearly photo-realistic faux-natural scenery, there was TEXT.
End Users would log into systems called MUDs and MOOs that offered text-based virtual worlds. Rather than providing a real time animated visualizations of cloudscapes and rolling surf, the system would periodically send out messages like "A large seagull swoops gracefully into view before diving down to snatch a fried clam off of a dinner sitting near you.".
These effects would be produced by writing small programs that ran in-world and one of the most elaborately architected communities of this era was a system called Media Moo. It was a textual simulation of the MIT Media Lab championed by a brilliant and energetic grad student named Amy Bruckman, who is now a faculty member at Georgia Tech.
Sadly as more visual alternatives its participants realized that any programs and content they developed for the MOO platform would essentially be locked into that environment. So while the MOO environment offered many exciting possibilities, the inability to readily port content (both text and source code) from the MOO Platform to future systems insured that new development quickly ended.
This lead Mr. Wasilko to make the central observation that for an online community depending on End User generated content to remain viable in the long term, that content must be loosely coupled to the community's implementation platform so it can, in practice, be readily exported in a form that is useable elsewhere.
We call this The Principle of Severability.
This is orthogonal (i.e. independent) of the question of whether the implementation and data formats involved are open or proprietary provided that suitable export filters or runtime support modules are provided. In other words, all that is required to achieve Severability is the ability to embed fully functional representations of the content in other environments so it can be painlessly moved in world and out.
For example, if standard png, gif, and jpeg files can be dragged in and out of a virtual world, they are severable. If an End User can write a program that runs in world and that same program can also be run as a stand alone program on the Desktop or a Webserver, it is severable. However, a program that has dependencies only supported in world (e.g. it is written in a proprietary language that can't be automatically translated into a general purpose language outside the virtual world or it invokes functions not provided by an independent runtime) it is not severable.
Interestingly, with the right sort of component architecture, the severability property need not be absolute. Posit, a simulation that employs a Blackboard Architecture and merely posts a suggested state change like "daylight begins". In world this could trigger a 3-d animation of a sunrise, but in a stand-alone mode it might just invoke an empty "sunrise" stub function that could be edited to display a textual dialog box reading "The sun rises". This level of loose coupling would be severable in that the core of the simulation would be readily useable elsewhere, but it wouldn't be as severable as if it provided the full sky dome visualization runtime.