If the leak is true and MZ does support Effekseer, then the way that animations work would probably be:
1. You create/design/edit the animation in Effekseer itself (it's a free, open-source program), and all you need to do is to save it as an Effekseer file. Likewise, people can share pre-made animations as a single Effekseer file that you can use similar to other types of assets.
2. Go into MZ and import said Effekseer file into your resource folder like you would with any other type of resource.
3. Select the file you imported the same way you'd select an image/audio file for pictures/sounds.
4. Be able to alter certain things like playback speed, x/y/z rotation, etc.
If what I hypothesized above is true, it'd be an interesting trade-off that the devs decided to make.
The upside of natively supporting a particle system is that now the sky is truly the limit for special effects, and visual presentation. The downside is that the onboarding ramp for people who don't specialize in making animations is I think higher compared to the old sprite system. Minor edits like shifting hues or moving certain components of an animation could be much more complicated and require users to jump into Effekseer instead of doing it in RPG Maker, for example.
There's also a trade-off between space and performance. Anyone who have used my animation assets will know that sprite sheet ends up taking a lot of space if you want high frame-rate animations since they're all huge and detailed bitmap images. By rendering the particles generated in real-time, you can save all that space because the Effekseer files themselves are tiny. However, whether or not the real-time animations will run smoothly will now depend on your (and your players') hardware specs. This is probably the main reason why the minimum is 8GB.
As an animation creator, I think one of the best things about this is that I can finally make full-screen animations without worrying about heavy pixelation resulting from upscaling 192x192 sprites.
What I'm curious about is how much native support MZ gives for using particles outside of battle animations. If we can call particle effects similar to how we can call battle animations in all the RPG Makers so far AND have some form of control over the animation playback, THEN people who know how to take advantage of this will really be able to make some visually impressive stuff.
@Touchfuzzy I assume we can start asking you about this next Thursday?