We put forward a suitable analytical model for studying suspense in video games. This model is based on the analysis of perspective, localiza¬tion and the figure of the implied player, which is fundamental to understand the relationship be¬tween game, player and emotional effects. We critically review the previous research on point of view in films and video games with the aim of achieving a better understanding of audiovi¬sual narration. The resulting model is a proposal for, in the first place, systematising the relation¬ship between the player -considered here as a theoretical concept: the implied player- and the game. Once this is done, it allows us to study suspense in video games from a narrative per¬spective and leads us to the conclusion that in video games suspense is not related to a wait¬ing situation –like in films- but to the effort of overcoming difficulties that we know from a previous play.